Control Wizard Cookbook

This guide was created by three guys on the XB1 platform to help out all other Control Wizards whether on XB1, PS4, or PC with an emphasis on PvE DPS.
A lot of testing was done on XB1, where it is in fact harder to get the information. We have to rely on what we see on the screen, and in the combat logs. We do not have the luxury of ACT to assist us. In saying that, what we feel we have been able to come up with is a great guide for Control Wizards to use. We have removed the “fluff”, math, theories, most statistics (which would have made it 3x as big), and laid everything out as straight forward and as simple as we could. Enjoy!

A huge shoutout goes to ‘Oliviabc’! She used her expertise and vast knowledge of PvP from the CW perspective and wrote the PvP guide with great detail in such a little space of time. We couldn’t be more thankful.

How to use this Guide:

You will notice the Tabs up at the top. Please navigate all tabs, for a lot of information for DPS and Buff/Debuff (B/D) is in them. The tabs range from Race choices to Companions and Enchantments. It even includes sections on the best DPS and B/D spell setups for dungeons. Also take note to the Change Log tab, for when we update this guide in the future, we will annotate what we changed there and list the current Module the game is running.

Who We Are:

Recovery

I feel obligated to state information here that I value that others may not, so I will try and force it upon you 🙂

Despite what you may here, Recovery is a DPS increase for CW in Eng-Game. It is NOT a wasted stat.

If you are MoF DPS, you will want to shoot for 10K Recovery.
If you are SS, you will want to shoot for roughly 9K Recovery.

I explained briefly in the Gear and Stats section regarding it’s reason, but feel I may need to explain a tad bit further and make this entirely too long for some to read.

There is a feat in the Thaumaturge tree called Spell Twisting. When using it to it’s full potential, you will hit 3 Encounters, followed by 1 At-Will, 1 Encounter and 1 At-Will. This will give you the ability to refresh and start a rotation of 3x1x1x1 and so forth. Spell Twisting when using 3 Encounters and then 1 At-Will reduces the recharge speed of your Encounters by 30%. Spell Twisting when using 1 Encounter followed by 1 At-Will reduces Encounters by 10%. In total you see a reduction of 40%. By Itself, Spell Twisting is a huge feat. 40% reduction is amazing. You will also notice gaps, and what I mean by gaps, is there will be times that you have nothing to hit but At-Wills for a second or two. This is super 🙁

Let us assume you are SS Thaum/Rene because well, that seems to be the current trend with Lightning. With 9K Recovery you are reducing cooldowns by roughly 45%. You can see this on your character in the stat sheet. At 9K Recovery, a spell you have on single target would be Sudden Storm (SuS) which is 14 seconds (If you are not using this while having Elemental Reinforcement, you are gimping your DPS). You are now reducing that 14 seconds to about 9 seconds. If we now include Spell Twisting, you will reduce the 9 seconds to 6 seconds by only using Spell Twisting to reduce by 30% and not 40%. SuS when using 9k recovery and Spell Twisting is going to reduce the cooldown from 14 seconds to 6 seconds while in combat. Spell Twisting Alone at 40% reduces 14 seconds to 8.5 seconds. That is also doing a full rotation to achieve this as opposed to only going 30% (3 encounters). If Using Spell Twisting for just 30%, 14 seconds is now 10 seconds. This is too long in my opinion.

Your rotation goes from being 3x1x1x1 to 3x1x3x1. This is a DPS increase, for now you are getting in 2 Extra Encounters when utalizing Spell Twisting. The question one may have is, What happens when in a group and your powers are getting an extra boost to recharge? Well that is simple, it becomes even better, as now you eliminate using At-Wills all together and are doing noting but encounters and Dailies. This is an even bigger DPS increase.

So how do you get that kind of Recovery? Companion and Mount Insignias. What are you sacraficing to get this? Power and sometimes Crit. I personally run Black Ice on all 6 offensive slots on my companion. Because of how my CW is built, I am able to do this, and not sacrafice Crit. Majority of my Mount Insignias are also Mastery of the Epic Variety.

When you are by yourself and questing, higher Power is super awesome and it is way better. But you aren’t going around soloing all of the time are you? You are either in Dungeons or Skirmishes. Now heres the thing, if running high Power and little to no Recovery, you will in fact do better in the T1 and T2 Dungeons and Skirmishes. Recovery excels in T3 Dungeons, and I would wager beyond as mobs gain more health in newer dungeons. Stacking Recovery is that extra End-Game boost to put you over the top. Your Single Target Goes from “Pretty Good” to “AMAZING”.

In a typical FBI/MSVA run and getting buffed by your companion, a Paladin’s Power Share, and Clerics Power Share and etc, you will see a bump in your Power of upwards 100K+ easily. If in a really high Powered Group, even more. Lets say you are running around with 35K power not in combat, and some “Almighty” CW is running 45K not in combat. Standing in Protectors Enclave, His/Her damage is about 13% better than yours. This is a really big advantage Solo and in T1 and T2’s where the health of mobs is much lower. Now let’s get back to FBI/MSVA where the health of Mobs and Bosses are much higher. We are going to include some buffs too, and add 100K to both CW’s as this is pretty normal. You are standing with 135K power, and that “Almighty CW is at 145K Power. That DPS increase is no longer 13% but rather roughly 6%. The DPS increase becomes even less the higher the Power buffs become. Just By Power share, The gap in DPS from Power closes significantly.

Now because your recharge is so much higher, you will be able to pump out more encounters causing your AP meter to fill quicker which will allow you to get off more Dailies. When running high Recovery, your new top damage dealer becomes Ice Knife. If you are on PC, and want to know what High Recovery is like, ask Kandi. He has taken my Recovery recommendation and applied it and has seen a huge DPS increase over stacking just Power and Crit and relying on Spell Twisting alone. I would provide ACT’s but I am on XB1, but I am sure Kandi can provide some if asked? If anyone on XB1 wants to see it in action, just run with myself or Body Bag. It’s not a dick swinging contest, but rather a demonstration.

Chill Strike

The way Chill Strike (CS) in RB/R1/Tab interacts with the Transcendent Lightning Enchant is pretty satisfying.

The splash is proccing Lightning for each mob hit and in return you are getting that many Arcs. This is nice instant damage for trash.

So if you are doing ELoL and other T1’s, doing Skirmishes like Throne, Prophecy and Demo, it is worth using in your RB/R1/Tab slot. I would wager its pretty good in CN as well and maybe some other T2’s.

Experiment with it, you may just like it. You still have to keep in mind bosses, and in most cases where the boss doesn’t melt in seconds, CoI in RB/R1/Tab is still a better option. This works really well with High Power and High Crit builds. They benefit more than a CW with High Recovery. In quick Melt groups, this spell in RB/R1/Tab is A+++

I have tried this CS in FBI, and have seen somewhat decent returns, but I would still advise using CoI in 80% of FBI. The other 20% of the time is for a different spell ;P

Icy Rays

I have been using Icy Rays (IR) in RB/R1/Tab during FBI on the Turtle Boss and have seen excellent results.

There is still a bug on XB1 where if you immediately slot IR in RB/R1/Tab you do not get the benefit of Spell Twisting. So in order to get around this, you must slot IR in a different slot, cast its spell, and then when its off cooldown, switch to RB/R1/Tab.

As I load in to do the turtle boss, and this is that pre stage where bombs are falling, I will slot IR and cast it on a bomb, when it then goes off cooldown, I swap it for CoI in RB/R1/Tab. I then hop across the ice and go to the boss entrance portal thingy. My loadout for Turtle is IT – Dis – SuS – IR (R)

Try this out! I think you will be satisfied like I am.

On The Horizon

I am going to be making some final updates to the guide within a week or two. These next updates to the guide will be the final updates I make. I am going to try my best to leave it in a state that its able to be used for at least another year.

Due to complaints and requests, I am reposting this. There will be updates soon to come.

Here is a video of my current builds for AoE and Single Target.
There are things to note however.
-Destructive Wizardry is working, and is 5% dps increase.
-Frozen Power Transfer is working somewhat. In Single Target it is 5% dps increase. In AoE it’s 15%. Keep in mind, that the radius seems to be 7ft.
-Transcendent Master is not working per tooltip. It is giving Icy Rays a 5% dps increase instead of the 25% listed.

With the right amount of recovery, using the spells in the correct way and having the correct timing and patience, the single target loadout is THE BEST. Icy Rays hits like a truck!

On Xbox One, there is a Club called Neverwinter Control Wizards. It has clips and screenshots of the best Control Wizards on Xbox including ourselves. These clips include stats, builds, paingiver charts and tips/tricks. It also has chat availability for asking and answering questions, and party/group invite options as well.

If you have any questions regarding this post, do not hesitate to ask them. We enjoy helping others!

Race Choices

DPS Race Choices

Tiefling+2 Charisma+2 Constitution or +2 IntelligenceBloodhunt: You deal an additional 5% damage to targets below half health.Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the Power of the attacker by 5% for 5 seconds.
** Starting Roll 16 INT and 16 CHA. Add +2 INT and +2CHA in both stats to end with 18/18 **

Dragonborn+2 to any two statsDraconic Heritage: You receive 5% more healing from all spells and abilities.Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
** Starting Roll 16 INT and 16 CHA. Add +2 INT and +2CHA in both stats to end with 18/18 **

Note 2:
When you reach a point where you are over the crit crap, re-rolling your ability scores to increase your INT is advised as the damage bonus INT provides is more Valuable than the CA damage bonus/ Crit Chance provided by charisma, end game.

Drow
+2 Dexterity+2 Charisma or +2 WisdomDarkfire: You have a 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%.Trance: You recover at campfires twice as quickly.

Human+2 to any ability scoreVersatile Defense: Increase your Defense by 3%.Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

[5/5] Elemental Reinforcement:When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.

[1/1] Assailing Force:Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target’s max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

* This build works great for solo content and dungeons because Icy Veins (IV) provides a controlling feature to a full dps build and pushes out high burst damage when used with the passive Chilling Presence (CP). It constantly performs well across all dungeons. However, strictly in end game dungeons where enemies live much longer, Thaumaturge/Renegade will shine more thanks to Abyss of Chaos (AoC). *

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

[5/5] Elemental Reinforcement:When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.

[1/1] Assailing Force:Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target’s max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

* You are choosing Renegade Feats for Abyss of Chaos (AoC). This counts towards your damage (5-7%). Using this build also hinders solo play a bit as there is no Icy Veins to instantly freeze mobs and provide burst damage. This is strictly a dungeon build for group play. *

[5/5]Reaper’s Touch:Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.

[2/5]Phantasmal Destruction:When you deal Combat Advantage damage you have a 40% chance to gain 3/6/9/12/15% Critical Severity for 6 seconds.

[3/5]Nightmare Wizardy:When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.

[5/5] Chilling Advantage:When you have Chilling Presence slotted, your spells have 2/4/6/8/10% more chance to crit.

[1/1] Chaos Magic: Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50′. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

Thaumaturge Feats

[5/5]Destructive Wizardry:When you cast a fully charged Storm Pillar, you gain 1/2/3/4/5% additional damage for 20 seconds. This effect does not stack.

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

[5/5] Elemental Reinforcement:When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.

[1/1] Assailing Force:Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target’s max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

[5/5] Elemental Reinforcement:When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.

[1/1] Assailing Force:Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target’s max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

* This build works great for solo content and dungeons because Icy Veins (IV) provides a controlling feature to a full dps build and pushes out high burst damage when used with the passive Chilling Presence (CP). It constantly performs well across all dungeons. However, strictly in end game dungeons where enemies live much longer, Thaumaturge/Renegade will shine more thanks to Abyss of Chaos (AoC). *

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

[5/5] Elemental Reinforcement:When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.

[1/1] Assailing Force:Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target’s max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.

* You are choosing Renegade Feats for Abyss of Chaos (AoC). This counts towards your damage (5-7%). Using this build also hinders solo play a bit as there is no Icy Veins to instantly freeze mobs and provide burst damage. This is strictly a dungeon build for group play. *

[5/5] Arcane Burst:Each target hit by Scorching Burst has a 6/12/18/24/30% chance to add a stack of Arcane Mastery.

[1/5]Nightmare Wizardy:When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.

Oppressor Feats

[5/5] Bitter Cold:Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.

[5/5] Twisting Immolation:Targets swept into the air by Furious Immolation are now briefly Dazed for .8/1.6/2.4/3.2/4s after landing. The debuff from your Combustive Action class feature now lasts .5/1/1.5/2/2.5s longer as well.

[5/5] Frigid Winds:Foes who have been Frozen take 2/4/6/8/10% more Damage from all sources.

[5/5] Icy Veins:When you activate an Encounter power all foes within 15′ of you have 1/2/3/4/5 stacks of Chill applied to them.

[5/5] Controlled Momentum:After using a Control Encounter power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.

[5/5] Reaper’s Touch:Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.

[5/5]Nightmare Wizardy:When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.

[5/5] Chilling Advantage:When you have Chilling Presence slotted, your spells have 2/4/6/8/10% more chance to crit.

[1/1] Chaos Magic: Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50′. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.

Thaumaturge Feats

[5/5] Drifting Embers:Targets affected by Fanning the Flame have a 8/16/24/32/40% chance when damaged by other attacks to spread Smolder to a nearby target.

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

* Leveling B/D build that helps with being able to solo. Will be removed in Mod 11 *

Assault on Svardborg

Phase 1

Loadout: [CoI (R) – IT – Dis – ST] [SS – CP] [MM – ChC] [IK – OF]
The beginning of this dungeon is entirely AoE focused. The enemies (which consist of trolls and giants) will spawn at different locations around the room and will run into the center where you should all be situated. Start by casting CoI on the largest target from afar which is typically a Giant. When they get in range, cast IT followed by a ST. Cast an At-Will which in an AoE situation should be ChC. Now Cast Dis, an ChC, and repeat the rotation. The daily you will use when it is available is OF.

Note: ST can be tricky to use in this dungeon due to the animation being cancelled by the ice from the floor etc. If your group is struggling with providing enough control resist, then switch out ST for SuS. This will help with mobility.

Phase 2 (Jarl Storvald -&- Manticore’s)

Loadout: [CoI (R) – IT – Dis – SuS] [SS – CP] [MM – ChC] [IK – OF]
When hiding behind the pillar during the bosses entry attack, it is advised you quickly swap ST out for SuS if you were using ST in the previous phase. SuS will also be useful during the manticore phase. Start the rotation by using IT under the bosses feet. Using CoI after IT lets it take advantage of the extra 5% damage per stack of chill as casting it before doesn’t take the chill stacks applied by Icy veins into consideration until the next cast. You will still be hitting your At-Will after the 3rd and 4th encounter to maximise spell twisting procs efficiently. So your rotation for this fight should be casting IT, Followed by a CoI(R), Dis, At-Will, SuS, At-Will, and repeat.

The boss will walk away and 2 Manticore’s will be summoned, during this phase we want to apply CoI on one as quickly as possible as they will group up in the middle. Once they have reached the middle, place IT under their feet. These Manticore’s jump about a lot though, so keep that in mind. CoI and OF is the big damage in this phase, along with disintegrate as usual. This will happen 3 times during the boss fight.

Note: When the Manticore’s have taken enough damage to trigger the main boss to return, they become INSTANTLY immune. Try to be careful of when you use your OF as it can be wasted and deal 0 damage. Keep an eye on the health bar, going back into the main fight with the boss with an ice knife ready is much more beneficial.

Fangbreaker Island

The Ascent

Loadout: [CoI (R) – IT – Dis – SuS] [SS – CP] [MM – ChC] [IK – IS]

Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. In this specific situation, survivability is damage. You want to stay as mobile as possible to help dodge the Polar Bears, and the Rock Throws. If you’re dead, you’re not dealing damage. This is why we suggest to use SuS over ST in this AoE situation regardless of the number of enemies. The 5% damage boost from Elemental Reinforcement is also super beneficial, and as always, let the Tank grab aggro first.

Once you see the enemies marked and their attention taken, cast CoI on a marked giant and try to move in to place IT down. Use IS as your daily unless you’re trying to kill one giant, in which case you should use IK. Try and get the SuS cone to line up with as many mobs as possible, but it’s not the biggest concern. As long as you make it hit something and are able to keep moving is important. Disintegrate whatever you can, but pay special attention to the polar bears as they need to die as fast as possible. When casting At-Wills in groups, use ChC, but if focusing on one mob, use MM instead.

Hati

Loadout: [CoI (R) – Dis – RoE – SuS] [SS – CP] [ChC – MM] [IK – OF]

Hati is notorious for not standing still. Therefore we are using RoE on this boss over IT. RoE provides a debuff as well as assisting in stacking Arcane Mastery. Start by casting RoE to apply the debuff, then cast CoI followed by a Dis (if an IK is available, cast it before you cast Dis). Since you now have 3 stacks of Spell Twisting, cast MM (reducing your cooldowns by 30%) followed by SuS and then another MM for an extra 10% CD reduction. This marks the end of your first full rotation, and you will want to repeat this and be as consistent as possible.

Dragon Turtle

Loadout: [CoI (R) –IT – Dis – SuS] [SS – CP] [ChC – MM] [IK – OF]

This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out RoE for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter and even Assailant. When it crits, it can Proc Storm Spell as well.

On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation. If you have a really strong group with at least two AA Cleric’s, you can stand on top of the boss the entire time.

Drufi

Loadout: [CoI (R) – Dis – RoE –SuS] [SS – CP] [ChC – MM] [IK – OF]

Loadout: [CoI (R) –IT – Dis – SuS] [SS – CP] [ChC – MM] [IK – OF]

The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [CoI (R) – IT – Dis – ST] [SS – CP] [ChC – MM] [IK – OF]Loadout: [CS (R) – IT – Dis – SuS] [SS – CP] [ChC – MM] [IK – OF]
For this first phase, you will want to apply IT underneath the portal as the mobs spawn. This will allow you to take advantage of Icy Veins (If you’ve taken this Oppressor feat), which will then allow you to quickly get off burst damage with CS in (R). You will want to follow that combo with a Dis and ST. Repeat this for all portals and make sure to sprinkle in At-Wills to utilize Spell Twisting (Thaumaturge feat).

Note: When using a daily, you can apply an IK right after IT instead of CS to the highest health mob for a big chunk of damage. If the groups are larger than 3, it is recommended to use OF instead.

Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) – SuS – Dis – RoE] [SS – CP] [ChC – MM] [IK – OF]Loadout: [CoI (R) – SuS – Dis – CS] [SS – CP] [ChC – MM] [IK – OF]For these phases, you will want to start with RoE, followed by CoI, SuS, cast an At-Will and then Dis followed by another At-Will. Afterwards, repeat the process and sprinkle in IK when it is available and max buffs are applied to you. It is best to save a daily a few seconds if you know a big buff is coming.

T1’s & T2’s

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, be mindful of Spell Twisting, stay on top of your rotations to maximize DPS and stay out of the red!

Assault on Svardborg

Phase 1

Loadout: [CoI (R) – IT – Dis – FtF] [CC – CP] [MM – ChC] [IK – OF]
The beginning of this dungeon is entirely AoE focused. The enemies (which consist of trolls and giants) will spawn at different locations around the room and will run into the center where you should all be situated. Start by casting CoI on the largest target from afar which is typically a Giant. When they get in range, cast IT followed by a FtF. Cast an At-Will which in an AoE situation should be ChC. Now Cast Dis, an ChC, and repeat the rotation. The daily you will use when it is available is OF.

Note: Killing the enemies affected by the fanned flame will cause the original FtF target to take a lot of damage.

Phase 2 (Jarl Storvald -&- Manticore’s)

Loadout: [CoI (R) – IT – Dis – FtF] [CC – CP] [MM – ChC] [IK – OF]
We are keeping the same loadout as the first phase. FtF works great as a single target ability and a AoE ability. Start the rotation by using IT under the bosses feet. Using CoI after IT lets it take advantage of the extra 5% damage per stack of chill as casting it before doesn’t take the chill stacks applied by Icy veins into consideration until the next cast. You will still be hitting your At-Will after the 3rd and 4th encounter to maximise spell twisting procs efficiently. So your rotation for this fight should be casting IT, Followed by a CoI(R), Dis, At-Will, FtF, At-Will, and repeat.

The boss will walk away and 2 Manticore’s will be summoned, during this phase we want to apply CoI on one as quickly as possible as they will group up in the middle. Once they have reached the middle, place IT under their feet. These Manticore’s jump about a lot though, so keep that in mind. CoI and OF is the big damage in this phase, along with disintegrate as usual. This will happen 3 times during the boss fight.

Note: When the Manticore’s have taken enough damage to trigger the main boss to return, they become INSTANTLY immune. Try to be careful of when you use your OF as it can be wasted and deal 0 damage. Keep an eye on the health bar, going back into the main fight with the boss with an ice knife ready is much more beneficial.

Fangbreaker Island

The Ascent

Loadout: [CoI (R) – IT – Dis – FtF] [CC – CP] [MM – SB] [IK – IS]

Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. In this specific situation, survivability is damage. You want to stay as mobile as possible to help dodge the Polar Bears, and the Rock Throws. If you’re dead, you’re not dealing damage. This is why we suggest to use FtF over ST in this AoE situation regardless of the number of enemies. The 5% damage boost from Elemental Reinforcement is also super beneficial, and as always, let the Tank grab aggro first.

Once you see the enemies marked and their attention taken, cast FtF on the target with the most health. Assuming your crit chance is 100% in combat, casting CoI on the next target will apply smolder to everyone it hits due to CC. The target you originally hit with FtF, will now attract flames from nearby enemies that are close enough and affected with smolder. You want to focus the rest of your rotation on the enemies around the original FtF target. When they die, they explode and deal a large amount of damage to the main target (This is one of the ways MoF keeps up with SS on AoE damage). After you Have used FtF and CoI, you need to move in and place IT down. Use IS as your daily unless you’re trying to kill one giant e.g. the drummer, in which case use an IK. Disintegrate whatever you can, personally, aim for the polar bears as they need to die as fast as possible.

Remember, keep your rotation solid to take full advantage of Spell Twisting, and stay out of the red!

Hati

Loadout: [CoI (R) – Dis – RoE – FtF] [CC – CP] [SB – MM] [IK – OF]

Hati is notorious for not standing still. Therefore we are using RoE on this boss over IT. RoE provides a debuff as well as assists in stacking Arcane Mastery. Start by hitting the boss with MM until you see your Companion’s Gift proc. Once you see it proc, cast RoE to apply the debuff. By waiting for Companion’s Gift, you should crit with your first encounter resulting in CC applying the smolder damage. CoI should be casted next to take advantage of the debuff, followed by a Dis (if you have the AP available, cast IK first). Cast a quick MM, then FtF, and then another MM. Repeat this rotation to take full advantage of Spell Twisting.

Dragon Turtle

Loadout: [CoI (R) –IT – Dis – FtF] [CC – CP] [SB – MM] [IK – OF]

This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out RoE for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter, Smolder/Rimfire and even Assailant.

On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation. If you have a really strong group with at least two AA Cleric’s, you can stand on top of the boss the entire time.

Drufi

Loadout: [CoI (R) – Dis – RoE – FtF] [CC – CP] [SB – MM] [IK – OF]

Loadout: [CoI (R) –IT – Dis – FtF] [CC – CP] [SB – MM] [IK – OF]

The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [CoI (R) – IT – Dis – FtF] [CC – CP] [SB – MM] [IK – OF]Loadout: [CS (R) – IT – Dis – FtF] [CC – CP] [SB – MM] [IK – OF]For this first phase, you will want to apply IT underneath the portal as the mobs spawn. This will allow you to take advantage of Icy Veins (If you’ve taken this Oppressor feat), which will then allow you to quickly get off burst damage with CS in (R). You will want to follow that combo with a FtF and then Dis. Repeat this for all portals and make sure to sprinkle in At-Wills to utilize Spell Twisting (Thaumaturge feat).

Note: When using a daily, you can apply an IK right after IT instead of CS to the highest health mob for a big chunk of damage. If the groups are larger than 3, it is recommended to use OF instead.

Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) – FtF – Dis – RoE] [CC – CP] [SB – MM] [IK – OF]Loadout: [CoI (R) – FtF – Dis – CS] [CC – CP] [SB – MM] [IK – OF]For these phases, you will want to start with RoE, followed by CoI, DiS, cast an At-Will and then FtF followed by another At-Will. Afterwards, repeat the process and sprinkle in IK when it is available and max buffs are applied to you. It is best to save a daily a few seconds if you know a big buff is coming.

T1’s & T2’s

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, be mindful of Spell Twisting, stay on top of your rotations to maximize DPS and stay out of the red!

4th Encounter Slot (RB/R1/Tab)

Assault on Svardborg

Phase 1

Loadout: [FtF (R) – IT – CS – ST] [CA – SoD] [SB – ChC] [FI – OF]
The first phase of this skirmish is a little different from all of the other dungeons listed. Since the mobs come from every direction you will want to be in the center as much as possible. When you first enter you will want to go straight to the back and be between the center rug and the ice stairs. The frozen giants, trolls and yeti’s will be your first enemies. Once the first enemy moves, wait a couple of seconds and then start off with your daily OF if you have it. If you don’t have it you will start off with FtF on the biggest enemy or the enemy in the center of the group. Now you will want to follow with an IT, ST and then a CS on any enemy that might be left. After the first initial part is where it gets tricky. The enemies will come from behind and from your sides. You will want to focus on the 2 sides more since that is where more groups come from. You want to keep checking back and forth to see which side has the bigger groups at the time and focus on them. Using your daily OF followed by IT, FtF and then ST if anything is left. If you have no groups close by, you can always turn towards the door and hit the giants with a single SB to apply smolder and swath of destruction. Rinse and repeat these powers until the first phase is over.

Phase 2 (Jarl Storvald -&- Manticore’s)

Loadout: [CoI (R) – IT – CS – RoE] [CA – SoD] [SB – ChC] [FI – OF]
For this phase you will start off fighting Storvald and then after a quarter of his health is gone he will summon the 2 Manticores. After you’ve taken off a quarter off each of their health bars they will go away and you will fight Storvald again. This happens two more times.
The first spell you want to start out with is your daily OF if you have it. Use it as often as you get it! If you do not have your daily then you will want to start with CoI followed by a scorching burst, this will apply smolder/rimfire and debuff the boss. After that you will use IT followed by a RoE and a full cast of ChC (3 hits) to apply a damage debuff on the boss. Once you do that you will cast CS. This same rotation is used when fighting the Manticores. The only change you will make while fighting the Manticores is that you will want to use your daily in the middle of them so it applies the debuffs both of them at the same time. After that, you can hit each one with a full cast of ChC (3hits) to reduce the damage they deal. For the rest of the fight you should alternate your RoE back and forth between them so they both are debuffed the majority of the time. Just repeat these rotations each time you change from Storvald to the Manticores.

Fangbreaker Island

The Ascent

Loadout: [FtF (R) – RoE – CS – ST] [CA – SoD] [ChC – SB] [FI – OF]

Ascending the hill of Fangbreaker Island is commonly agreed upon by most players as the hardest part of the dungeon. So what we are going to do is Buff our group and Debuff the mobs so everything dies quicker. One more thing, let the Tank grab aggro first.

Once you see the enemies marked and their attention taken, the first encounter you will start with is FtF and you will want to focus it on the biggest target or the target that is in the center of the group. Using FtF in this way will apply smolder to everything (Max of 8). After that you will want to use your daily OF if you have it. Doing this will apply smolder to everything around its radius and will bring CA and SoD into effect immediately thus debuffing everything. After that you will want to use CS followed by a RoE on the biggest target and then a ST. Using CS and ST causes your feat Controlled Momentum (Oppressor Feat) to come into affect, which grants allies 5% more damage for 6 seconds. Once you use your encounters and they are on cooldown, you can focus on targets who may not be affected by smolder and hit them with your At-Will SB to apply smolder and debuff them. SB can be held down and charged to increase the size of the AoE and the number of targets hit (Max of 5). For giants, we suggest using ChC to apply a damage reduction debuff on them and other adds in a small area.

Hati

Loadout: [CoI (R) – IR – RoE – CS] [CA – SoD] [SB – ChC] [FI – OF]

For this boss, you will want to start off with CoI and follow it up immediately with an OF. This will apply smolder to the target and bring SoD and CA into play. You will then want to use your Active Artifact Power followed by RoE and IR. Once you use those three abilities, you will want to use SB about three times to gain arcane stacks and let the buff from Controlled Momentum go away so you can use CS to apply it again right after. Next use a full cast of ChC (3 hits) which will reduce the damage the boss deals for a short period.
Now that you have gone through your first rotation, you will want to keep using your daily OF as fast as you get it as well as RoE. With the other two encounters (IR and CS), you will want to keep a 4-7 second timer between using each one. This allows you to keep Controlled Momentum up as much as possible. During this 4-7 second delay between encounters, spam SB and ChC to keep up or gain stacks of Arcane Mastery and reduce the damage the boss deals.

Dragon Turtle

Loadout: [CoI (R) –IT – RoE – CS] [CA – SoD] [SB – ChC] [FI – OF]

This is similar to the Hati boss fight in regards to rotation, but the one difference is swapping out IR for IT. IT is an extremely good encounter on boss fights that don’t move about because it procs things such as Creeping Frost, Elven Ferocity, Shadow Touch, Weapon Enchants, Chill of Winter and Smolder/Rimfire.

On this fight, it is important to note you have mobility. You can place IT down on top of the boss, and back out if need be to continue your rotation.

Drufi

Loadout: [CoI (R) – IR – RoE – CS] [CA – SoD] [SB – ChC] [FI – OF]

Loadout: [CoI (R) –IT – RoE – CS] [CA – SoD] [SB – ChC] [FI – OF]

The rotation used here will be identical to the Dragon Turtle or Hati boss fight depending on how you decide to fight Drufi. If your group uses a method to stun lock the boss (e.g. Cleric using Geas) then you can use the same loadout and rotation for the Dragon turtle boss, because Drufi will not move. If you are not using a method to stun lock, then we suggest using the same rotation as on Hati. Both loadouts are listed.

Demogorgon

Phase 1 (Portals)

Loadout: [FtF (R) – IT – CS – RoE] [CA – SoD] [SB – ChC] [FI – OF]
For this phase you will want to start with your daily OF on every portal if you have it. This applies smolder and brings the debuffs from CA and SoD into play. If you do not have your daily you should start each portal with IT to proc Controlled Momentum. After that you will use FtF to apply smolder followed by RoE on the bigger target and then finally CS if anything is still alive. Just repeat this for each portal. If a new portal opens close by and you don’t have any encounters and your daily available, then we suggest hitting everything with a charged SB to apply smolder and a debuff. Another thing to note is that if you feel you won’t make it to a portal before everything is dead, you can use the encounter CS on Demogorgon or any illusions that might be around to proc your feat Controlled Momentum and give everyone a damage buff.

Phase 2 (Gorristo) -&- Phase 3 (Demogorgon)

Loadout: [CoI (R) – IT – CS – RoE] [CA – SoD] [SB – ChC] [FI – OF]These two phases will be played exactly the same! When you start your battle you will want to start off with the encounter CoI followed by OF (if you have it). If you do not have your daily OF, you should use your At-Will SB as this will apply smolder and bring the debuff from SoD into effect. After the debuff is applied, cast IT to proc your feat Controlled Momentum and then cast RoE to apply another DR (damage resistance) debuff. Now you will want to use a full cast of ChC (3 hits) to apply a damage debuff on the boss and use the encounter CS to refresh or reproc Controlled Momentum. Continue this rotation until the fights end.

Note for Phase 1: If you have the Emblem of the Seldarine we recommend using it once you get to the first portal. This artifact is recommended for Demo/Edemo because it applies a heal over time to nearby allies and gives them a slight defensive boost. If you have the Sigil of the Devoted, then we suggest you use immediately after your daily if its ready. If you have the Lantern of Revelation, then we recommend using it right before your daily.

T1’s & T2’s

The T1 and T2 dungeons are pretty much the same. Below we will list the loadouts we recommend. By reading the previous guides you can determine which order to use spells. Try them out, test and experiment! And as always, stay out of the red!

Malabog’s Castle

Note 1: Icy Terrain (IT) is used when bosses are stationary and Icy Rays (IR) is used for bosses that move around!For trash mobs, Icy Terrain (IT) should be used first to freeze targets and gain the debuff from Frigid Winds.

Note 2: How to stack Smolder and Rimfire Smolder for double Swath of Destruction debuff (40%).Cast OF followed by RoE or FtF, then CoI (R) and re-apply smolder via SB.

* All Gear and Companions can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

** We have included defensive enchantments because obtaining double offensive slots for companion gear is not easy. **

B/D Companions

Summoned: (Equipped with three Bonding Runestone, Rank 12)

Harper Bard – Bardic Inspiration: The enchanted music of the bard inspires or protects at need. When a target is less than 50% Health it increases defense and deflect. When more than 50% health it increase a target’s power and Critical. The amount is based on the Bard’s level.
has a 8s cooldown.
Discordant Discouragement: A stanza that discourages damaged foes. If they are damaged at all their outgoing damage is reduced, if less than 50% health they also take more damage. The amount is based on the Bard’s level.
has a 6s cooldown.

Ambush Drake – Deadly Infection: The Ambush Drake’s bite now applies a 20% defense debuff to its target.
This power unlocks at companion rank 30

Con Artist – The final strike of Wicked Strike now shreds 10% of the target’s defenses.
This power unlocks at companion rank 30 and stacks.

Active: (Select based on bonuses)

Rust Monster – On Damage Taken 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.

EPIC MOUNTS (ZEN or Auction House)

Flail Snail (Legacy)Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 secondsSpeed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.Insignias: Barbed Insignia Slot — Barbed Insignia Slot — Universal Insignia Slot

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.

EPIC MOUNTS (ZEN or Auction House)

Flail Snail (Legacy)Equip Power: Using a Daily Power grants 25% of your total Action Points over 10 secondsSpeed Power: Increases your movement speed by 110%.
You can be dismounted if you suffer 5 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.Insignias: Barbed Insignia Slot — Barbed Insignia Slot — Universal Insignia Slot

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.

Boons

DPS Boons

Sharandar

Dark Fey Hunter – You gain 400 Power.Fey Precision – You gain 400 Critical Strike.Elven Haste – You now gain Action Points 3% faster.Elven Ferocity – When striking a foe you have a chance to deal up to 20000 Arcane damage. (60s Internal Cooldown)Elvish Fury – When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times.

Dread Ring

Conjurer’s Gambit – You gain 250 Critical Strike and 250 Movement.Evoker’s Thirst – You gain 400 Life Steal.Forbidden Piercing – You gain 3% Resistance Ignored.Enraged Regrowth – When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)Endless Consumption – When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.

Icewind Dale

Encroaching Tactics – You gain 400 Combat Advantage Bonus.Refreshing Chill– You gain 400 Stamina/Guard Gain.Sleet Skills – You gain 2% Crit Severity.Cool Resolve – You gain up to 2000 Power based on how much Stamina or Guard you are missing.Winter’s Bounty – Chance to gain bonus 10% Action Points when killing a target.

Elemental Evil

Wave of Force – +300 Power and +2000 Maximum Hit PointsHeart of Stone – +4% Life Steal Severity Power and +2000 Maximum Hit PointsSearing Aggression – +400 Critical Strike and +2000 Maximum Hit PointsGale of Retribution – When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Critical Strike is increased by 1000 for 10 seconds.

Storm King’s Thunder

Cold Hearted – You gain 2% Life Steal Severity and 1000 Maximum Hit Points.Hardy Constitution – You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.Chill Determination – You gain up to 2000 Recovery based on how much Stamina or Guard you are missing.Glacial Strength– Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance.Chill of Winter – When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Dread Ring

Conjurer’s Gambit – You gain 250 Critical Strike and 250 Movement.Evoker’s Thirst – You gain 400 Life Steal.Forbidden Piercing – You gain 3% Resistance Ignored.Enraged Regrowth – When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds. (80s Internal Cooldown)Endless Consumption – When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.

Icewind Dale

Weathering the Storm– You gain 400 AoE Resist.Refreshing Chill– You gain 400 Stamina/Guard Gain.Rapid Thaw – You gain 400 Recovery.Cool Resolve – You gain up to 2000 Power based on how much Stamina or Guard you are missing.Winter’s Bounty – Chance to gain bonus 10% Action Points when killing a target.

Elemental Evil

Wave of Force – +300 Power and +2000 Maximum Hit PointsHeart of Stone – +4% Life Steal Severity Power and +2000 Maximum Hit PointsSearing Aggression – +400 Critical Strike and +2000 Maximum Hit PointsWall of Wind – When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Recovery is increased by 1000 for 10 seconds.

Storm King’s Thunder

Cold Hearted – You gain 2% Life Steal Severity and 1000 Maximum Hit Points.Hardy Constitution – You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.Chill Determination – You gain up to 2000 Recovery based on how much Stamina or Guard you are missing.Glacial Strength– Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance.Chill of Winter – When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Stronghold

Power BonusLifesteal BonusUtility(Your choice)PvP(Your choice)

Enchantments

DPS Enchantments

Armor Enchantments

Soulforged – Lesser thru Transcendent (Bis)
When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds. (Transcendent not much better)

Elven Battle – Transcendent
You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Barkshield – TranscendentEvery 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 4 charges. When you have one charge of Bolstered Bark your armor absorbs 20,000 damage. When you have two charges of Bolstered Bark your armor absorbs 40,000 damage. When you have three charges of Bolstered Bark your armor absorbs 60,000 damage. When you have four charges of Bolstered Bark your armor absorbs 80,000 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Weapon Enchantments

Lightning – Transcendent You deal an additional #% of weapon damage as Lightning damage with your powers. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do #% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain. (# The weapon damage % on the enchant scales with buffs)

Bilethorn – Transcendent You deal an additional #% of weapon damage as Poison damage with your powers. Your Foe triggers and additional #% of weapon damage as Poison damage to nearby foes after 4 seconds. Your primary target is slowed, stacking up to 3 times. (# The weapon damage % on the enchant scales with buffs)

Dread – Transcendent
Your Encounter powers strike with an additional 75% Critical Severity. Your attacks cause dread in your target for 4 seconds, dealing 50% of weapon damage as Necrotic damage every second and reducing their Defense by 40% for players and decreasing their Damage Resistance by 4% for monsters. Additionally, your Critical Strikes now reduce your now reduce your targets Damage Resistance by 4% for 4 seconds. This effect can trigger every 5 seconds.

Utility Enchantments

Dark Enchantment, Rank 12 (BiS)
700 Movement

Quartermaster’s Enchantment, Rank 12You have a 3.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Fey Blessing Enchantment, Rank 12You have a 5% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Dragon’s Hoard Enchantment, Rank 12You have a 5% chance after killing a foe to find a Refining Stone at your feet.

Best in Slot (BiS) – These Enchantments are currently the best ones to use for maximizing damage.

* For the Utility Enchantments, the refinement enchantments are added in case one needs the refinement. However, for DPS it is best to use Movement. *

B/D Enchantments

Armor Enchantments

Soulforged – Lesser
When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds. (Transcendent not much better)

Elven Battle – Transcendent
You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Barkshield – TranscendentEvery 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 4 charges. When you have one charge of Bolstered Bark your armor absorbs 20,000 damage. When you have two charges of Bolstered Bark your armor absorbs 40,000 damage. When you have three charges of Bolstered Bark your armor absorbs 60,000 damage. When you have four charges of Bolstered Bark your armor absorbs 80,000 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Weapon Enchantments

Plague Fire – Transcendent (BiS)

You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times. When you reach the third stack the target receives an AoE attack. This AoE attack cannot be applied more then once every 20 seconds.

Dread – Transcendent
Your Encounter powers strike with an additional 75% Critical Severity. Your attacks cause dread in your target for 4 seconds, dealing 50% of weapon damage as Necrotic damage every second and reducing their Defense by 40% for players and decreasing their Damage Resistance by 4% for monsters. Additionally, your Critical Strikes now reduce your now reduce your targets Damage Resistance by 4% for 4 seconds. This effect can trigger every 5 seconds.

Lightning – TranscendentYou deal 32% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do 33% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

Offensive Enchantments

Silvery Enchantment, Rank 12
700 Recovery

Azure Enchantment, Rank 12
700 Critical Strike

Defensive Enchantments

Dark Enchantment, Rank 12
700 Life Steal

Savage Enchantment, Rank 12
1680 Hit Points
420 Life Steal

Utility Enchantments

Dark Enchantment, Rank 12 (BiS)
700 Movement

Quartermaster’s Enchantment, Rank 12You have a 3.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Fey Blessing Enchantment, Rank 12You have a 5% chance after killing a foe to spawn a Will o’ the Wisp to find an Enchantment for you. Multiple copies of this Enchantment increase the chance of spawning the Wisp.

Dragon’s Hoard Enchantment, Rank 12You have a 5% chance after killing a foe to find a Refining Stone at your feet.

Best in Slot (BiS) – These Enchantments are currently the best ones to use for maximizing Buff/Debuff.

* For the Utility Enchantments, the refinement enchantments are added in case one needs the refinement. However, for Buff/Debuff it is best to use Movement. *

Gear and Stat Allocation

DPS STATS

Main Offensive Stats:

Armor Penetration (ArmPen) – The consensus is to shoot for 60% when in combat. This number covers Tiamat (highest Damage Resistance (DR) mob) and all mobs below. Some things to consider when adjusting your ArmPen stat: * It requires no ArmPen to apply DR debuffs to enemies. * Weapon enchants and abilities help reduce the amount you need.

Critical Strike (Crit) – you will want to be at 100% or very close to it.

Recovery – This will help with AP gain, and getting your encounters off faster.

Power – You can never have enough of this. The more power you have, the harder you hit.

* The priority is to have your ArmPen stat at ~60% (based on current damage resistance debuffs applied to the mob), then Critical strike to ~100, Recovery to about 10k and then everything else in Power. *

** Recovery and why we choose 10k as the point to reach. Currently with low recovery and relying on Spell Twisting alone, your rotation looks like this: 3 x 1 x 1 x 1..repeat (3 encounters x 1 at-will x 1 encounter x 1 at-will). In theory and in practice this really helps, but by going with 10k Recovery, your rotations will look like this: 3 x 1 x 3 x 1 (3 encounters x 1 at-will x 3 encounters x 1 at-will). You are eliminating the time it takes to cast 1 extra encounter, and one extra at-will and replacing them with a steady flow of encounters and damage. **

Combat Advantage – You will want ~1200. This stat increases the amount of damage you do when you have the “advantage” over your enemy. You will see the sword icon when attacking that shows combat advantage.

Main Defensive Stats:

Life Steal (LS) – Defensive stat that is a proc based heal when attacking. A good amount to shoot for it 12-15%. Some things to know, is that heal bonuses affect this heal, and so does Life Steal Severity.

Defense (Def) – This is a stat that reduces the amount of damage you take. The more you have the bigger the hits you can take.

Hit Points (HP) – This is your health pool. The more you have the better the chance at surviving big hits.

* It is best to combine LS, Def, and HP for maximum survivability. Focusing solely in one defensive stat will not save you from being one shot by most mobs in dungeons. *

Manaseeker's Orb

Part of set Weapons of the Manaseeker (0/2)
Manaseeker’s Orb
Manaseeker’s Talisman
2 of Set:
If you dodge, block, sprint or shadow slip, you gain Overcharge: Defense, which decreases your Incoming Damage by 10% and increases your Run Speed by 15% for 10 seconds.

If you use an Encounter power, you gain Overcharge: Attack, which increases your Outgoing Damage by 10% and heals you 15% of your health over 10 seconds.

Manaseeker's Talisman

Part of set Weapons of the Manaseeker (0/2)
Manaseeker’s Orb
Manaseeker’s Talisman
2 of Set:
If you dodge, block, sprint or shadow slip, you gain Overcharge: Defense, which decreases your Incoming Damage by 10% and increases your Run Speed by 15% for 10 seconds.

If you use an Encounter power, you gain Overcharge: Attack, which increases your Outgoing Damage by 10% and heals you 15% of your health over 10 seconds.

Aboleth Orb

Part of set Aboleth (0/2)
Aboleth Orb
Aboleth Talisman
2 of Set:
When you use an encounter power, you become a Far-Influenced, which increases your Outgoing Damage by 4% and grants you a random buff for 10 seconds.

Lifestealer — Increases your Lifesteal by 2500.

Tainted Attack — Enemies you attack will take additional damage over time.

Impeding Death — Enemies you attack will explode on death, doing damage to other foes.

Aboleth Talisman

Item Level: 160

Equip: +1,493 Power
Equip: +746 Critical Strike
Equip: +746 Recovery

Offense Slot:
Defense Slot:

Part of set Aboleth (0/2)
Aboleth Orb
Aboleth Talisman
2 of Set:
When you use an encounter power, you become a Far-Influenced, which increases your Outgoing Damage by 4% and grants you a random buff for 10 seconds.

Lifestealer — Increases your Lifesteal by 2500.

Tainted Attack — Enemies you attack will take additional damage over time.

Impeding Death — Enemies you attack will explode on death, doing damage to other foes.

Twisted Skulls

Part of set Duality (0/2)
Twisted Skulls
Twisted Talisman
2 of Set:
Gain the affect of paranoia and bloodlust.
Paranoia — Gain 160 Defense when struck, lose a stack when you strike an enemy.
Bloodlust — Gain 160 Power when you strike an enemy, lose a stack when you are struck.
Neither paranoia or bloodlust may exceed 24 stacks or be reduced below 1 stack.

Twisted Talisman

Item Level: 140

Equip: +1,306 Power
Equip: +774 Critical Strike
Equip: +774 Recovery

Offense Slot:
Defense Slot:

Part of set Duality (0/2)
Twisted Skulls
Twisted Talisman
2 of Set:
Gain the affect of paranoia and bloodlust.
Paranoia — Gain 160 Defense when struck, lose a stack when you strike an enemy.
Bloodlust — Gain 160 Power when you strike an enemy, lose a stack when you are struck.
Neither paranoia or bloodlust may exceed 24 stacks or be reduced below 1 stack.

Offhand Features:
Storm Spell
Chilling Presence

Offhand Stat Bonus:
AP Gain

Artifact Power:
Magic Missile
Chilling Cloud

Artifacts:

Wheel of Elements

Item Level: 160
Recharge Time: 60s

Use: Summons forth four symbols of elemental power, when an ally passes through a symbol it is consumed and its power is granted to the ally.
Fire — Deal 30% bonus Damage as fire for 28 seconds.
Wind — Grants control immunity and increased Run Speed for 6 seconds.
Earth — Grant 200% of Maximum Hit Points as Temporary Hit Points.
Water — Heal for 100% of Maximum Hit Points over time.

Sigil of the Devoted

Item Level: 160
Recharge Time: 60s

Use: Your Devoted Cleric spirit fills you with divine power, granting 100% of you total Action Points over 15 seconds. In addition, while this buff is active you Heal yourself for 869 whenever you use an Encounter power.

Thayan Book of the Dead

Item Level: 160
Recharge Time: 60s

Use: Summons three deadly undead that will each charge the target and strike for 5,245 damage. It will also Root the target for 2 seconds and do 3,349 necrotic damage every 0.5 seconds for 1.5 seconds.

Sigil of the Great Weapon

Item Level: 160
Recharge Time: 60s

Use: Your Great Weapon Fighter spirit lashes out at nearby enemies dealing 5,574 damage. It also increases your damage and reduces incoming damage by 6% to 14% for 16 seconds, based on the number of targets hit.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

* All of the Gear can be viewed from the Collections Tab in game for a more in-depth view of their stats. *

STATS

Main Offensive Stats:

Armor Penetration (ArmPen) – The consensus is to shoot for 60% when in combat. This number covers Tiamat (highest Damage Resistance (DR) mob) and all mobs below. Some things to consider when adjusting your ArmPen stat: * It requires no ArmPen to apply DR debuffs to enemies. * Weapon enchants and abilities help reduce the amount you need.

Critical Strike (Crit) – you will want to be at 100% or very close to it.

Recovery – This will help with AP gain, and getting your encounters off faster.

Power – Not a focus, but the more you have the harder you hit.

Main Defensive Stats:

Life Steal (LS) – Defensive stat that is a proc based heal when attacking. A good amount to shoot for it 12-15%. Some things to know, is that heal bonuses affect this heal, and so does Life Steal Severity.

Defense (Def) – This is a stat that reduces the amount of damage you take. The more you have the bigger the hits you can take.

Hit Points (HP) – This is your health pool. The more you have the better the chance at surviving big hits.

* It is best to combine LS, Def, and HP for maximum survivability. Focusing solely in one defensive stat will not save you from being one shot by most mobs in dungeons. *

Manaseeker's Orb

Part of set Weapons of the Manaseeker (0/2)
Manaseeker’s Orb
Manaseeker’s Talisman
2 of Set:
If you dodge, block, sprint or shadow slip, you gain Overcharge: Defense, which decreases your Incoming Damage by 10% and increases your Run Speed by 15% for 10 seconds.

If you use an Encounter power, you gain Overcharge: Attack, which increases your Outgoing Damage by 10% and heals you 15% of your health over 10 seconds.

Manaseeker's Talisman

Part of set Weapons of the Manaseeker (0/2)
Manaseeker’s Orb
Manaseeker’s Talisman
2 of Set:
If you dodge, block, sprint or shadow slip, you gain Overcharge: Defense, which decreases your Incoming Damage by 10% and increases your Run Speed by 15% for 10 seconds.

If you use an Encounter power, you gain Overcharge: Attack, which increases your Outgoing Damage by 10% and heals you 15% of your health over 10 seconds.

Twisted Skulls

Part of set Duality (0/2)
Twisted Skulls
Twisted Talisman
2 of Set:
Gain the affect of paranoia and bloodlust.
Paranoia — Gain 160 Defense when struck, lose a stack when you strike an enemy.
Bloodlust — Gain 160 Power when you strike an enemy, lose a stack when you are struck.
Neither paranoia or bloodlust may exceed 24 stacks or be reduced below 1 stack.

Twisted Talisman

Item Level: 140

Equip: +1,306 Power
Equip: +774 Critical Strike
Equip: +774 Recovery

Offense Slot:
Defense Slot:

Part of set Duality (0/2)
Twisted Skulls
Twisted Talisman
2 of Set:
Gain the affect of paranoia and bloodlust.
Paranoia — Gain 160 Defense when struck, lose a stack when you strike an enemy.
Bloodlust — Gain 160 Power when you strike an enemy, lose a stack when you are struck.
Neither paranoia or bloodlust may exceed 24 stacks or be reduced below 1 stack.

Artifacts:

Sigil of the Devoted

Item Level: 160
Recharge Time: 60s

Use: Your Devoted Cleric spirit fills you with divine power, granting 100% of you total Action Points over 15 seconds. In addition, while this buff is active you Heal yourself for 869 whenever you use an Encounter power.

Emblem of the Seldarine

Item Level: 160
Recharge Time: 60s

Use: Buff yourself and nearby allies with Seldarine’s Blessing for 15 seconds, during which time they will be Healed for 3,243 every time they are hit. Seldarine’s Blessing can only be activated once per second.

Part of set (0/3)
Cloak of the Seldarine
Greater Belt of the Seldarine
Emblem of the Seldarine
3 of Set:
Heals the bearer for 2% of maximum hit points whenever the bearer takes 10% of maximum hit points in a single attack.

Symbol of Fire

Item Level: 160
Recharge Time: 60s

Use: Applies a spreading fire to a single enemy when activated. Activating again deals 27,564 fire damage to all enemies to which the fire spread. Failing to activate within 6 seconds will cause a fizzle dealing only 1,621 fire damage.

Heart of the Blue Dragon

Item Level: 160
Recharge Time: 60s

Use: Deals 4,236 Lightning damage (+20% if you are Dragonborn) to up to 7 enemies in a line in front of the user and causes lightning to chain off of each target up to 2 times, dealing slightly less damage with each chain.

Also grants you 620 Defense for 8 seconds.

This artifact has its cooldown reduced by 75% if no targets are hit.

Part of set (0/5)
Heart of the Black Dragon
Heart of the Blue Dragon
Heart of the Green Dragon
Heart of the Red Dragon
Heart of the White Dragon
3 of Set:
Equip: Reduces recharge time by 25% for any Dragon Heart artifact.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Manaseeker's Assault Shoes

Part of set Relic (0/4)
Relic Head
Relic Body
Relic Arms
Relic Feet
1 of Set:
+10% Damage Resistance against Giant type enemies.
2 of Set:
When under the effect of Everfrost:
+4,000 Movement
3 of Set:
When under the effect of Everfrost:
Drinking an Everfrost Potion grants +10% Outgoing Damage.

Thaumaturge Feats

[5/5] Spell Twisting:Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.

Oppressor Feats

[5/5] Bitter Cold:Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.

[5/5] Severe Reaction:Targets swept into the air by Furious Immolation are now briefly Dazed for .8/1.6/2.4/3.2/4s after landing. The debuff from your Combustive Action class feature now lasts .5/1/1.5/2/2.5s longer as well.

[5/5] Icy Veins:When you activate an Encounter power all foes within 15′ of you have 1/2/3/4/5 stacks of Chill applied to them.

[5/5] Glacial Movement:Ray of Frost has a 10/20/30/40/50% chance to apply an additional stack of Chill.
Additionally, this feat increases the effectiveness of each rank of Orb of Imposition by 4/8/12/16/20%..

[5/5] Alacrity:When you deal damage to an enemy afflicted by Chill you have a chance to reduce the cooldown of Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 seconds.

[1/1] Shatter Strike:When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets. Additionally, Chill lasts 2.5 seconds longer.

Support PvP Guide

Introduction to Support PvP

Why choose MoF over SS?

For the MoF support build, the Master of Flame paragon allows the option of using debuffs in order to further aid teammates, whereas Spellstorm Mage has nothing to offer in terms of support that rivals this. Switching to debuffs is often the difference between a win and a loss if both teams are relatively fairly matched, as it can provides your team with the edge needed to outkill the other team. This means that, during the time in which the other team is respawning, travelling between nodes or is outnumbered on a node, due to their teammates’ deaths, your team is able to cap more easily and has a greater chance of continuing to get kills.

MoF Oppressor (support role)

A control wizard’s support role in PVP consists mainly of node control. The primary aim of a MoF oppressor is to prevent the other team from capping the node, while setting up kills for your teammates at the same time. In terms of stats, high recovery and AP gain are ideal in order to maximise node control and to keep reapplying debuffs. High HP is also ideal for this build, as it maximises healing gained from insignia bonuses and prevents you from being one shot by most ‘dunks’ (the TR’s Shocking Execution). While stacking HP in defense slots is advisable for this build, I would also recommend aiming for at least a 20% deflection chance through the use of boons, reinforcement kits and artifacts.

Premade play style: A full group of 5 players who are geared and specced specifically for PVP. Usually consists of a set team. Often ‘q syncs’ with other premade competitively.

(This build is most viable in premade groups as, to an extent, playing the support role on the CW means that you are only as good as your teammates. If you solo queue, the risk of teammates being unable to stay on a node or unable to execute kills means that you may find this build less effective.)

Solo play style: Typically a player that queues alone or queues with friends/guild mates/PVE players. Less competitive than playing in a premade but can be a gateway to playing competitively.

Support PvP Races

For the MoF Oppressor control wizard using this build, Halfling proves the most useful in testing. This is because it offers 3% deflect chance alongside 10% control resist.

Although Halfling is ideal, there are other possible races for different variations of this build, for example, those that choose not to stack deflect. Other viable races include: Sun Elf (2% AP gain), Moon Elf (1% AP gain, 1% stamina gain) and Human (+2 to any ability score, 3% defense, 3 additional heroic feat points)

Moon Elf+2 Intelligence+2 Charisma or +2 DexterityWanderlust: You cannot stay in one place long and are always roaming and seeking new oddities. +1% Action Point gain and +1% Stamina Regen.Moon Elf Resilience: Your elven resilience increases your resistance to Crowd Control effects by 10%.

Human+2 to any ability scoreVersatile Defense: Increase your Defense by 3%.Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.

Dailies

Personals

At-Wills

4th Encounter Slot (RB/R1/Tab)

Listed as (R)

Encounters:

Repel — Entangling Force (EF) — Icy Terrain (IT) — Shield

Each section of your rotation will exercise control over the target in a different way.

For example, EF and IT are both used to keep the target in place. IT should be cast on the node, covering as much of the node as possible, so that anyone trying to cap is frozen and becomes an easier target to either be killed by a teammate or to Repel off the node. EF can be cast across longer distances and is used to lift the target up, keeping them in one place. It is often used in tandem with Repel or IT, to either hold the target off node after Repel or to keep them on IT so that they become frozen for a prolonged stun effect.

Here, the Alacrity feat comes in handy, as both powers often have their cooldowns reduced by 2.5 seconds with this feat, which procs relatively often. Alongside having a high recharge speed and the use of Spell Twisting, this makes for a seamless rotation 9 times out of 10.

As Repel should be used to keep targets from capping the node, it isn’t always necessary to use it. Mistimed Repels can even be detrimental to your teammates, as it can mean interrupting melee attacks or providing the opponent with a getaway if they’re already on low health. If your team owns the node and isn’t being contested, I would advise trying to hold off on Repel, and instead using IT, EF, RoF and OF to lock the target/s in place and to set up kills for your team.

Spell Mastery:

In the case of needing extra survivability (due to running a ‘pain train’ (no heals) or facing opponents with very high DPS) Shield should be used on tab.

Otherwise, Repel should be used on tab where possible to give a greater element of control over the node, as it allows you to push multiple people off of the node at one time.

Dailies:

Oppressive Force (OF) — Ice Storm (IS)

Both dailies are AoE based spells which cover the whole node, but the right time to use each spell depends on the situation.

Particularly when using the switchout of debuff personals, OF is preferable as it briefly dazes opponents on the node and sets up your teammates kills through the lack of attacks coming from those affected by it, alongside the debuff application from the use of a daily. OF also has the advantage of having almost no delay in casting.

IS, on the other hand, should be used when either attempting to cap or losing control of the node, as it gives the capability to push multiple opponents backwards from the node at a time. While providing superior node control to OF, IS is not always viable to use due to its long cast time and the fact that casting can be interrupted. However, like OF, it can still be used to apply a debuff to multiple members of the time and proves useful when the node is being contested.

Personals:

Swath of Destruction (SoD) — Combustive Action (CA)

This set of personals should be used for debuff purposes. This can be particularly useful if your team is struggling for DPS or if you’re facing an equally matched team to give your teammates an upper hand advantage.
or

Arcane Presence (ArcP) — Orb of Imposition (OI)

This set of personals should be used to achieve maximum control. This is particularly useful in the case of fighting another team with high control (i.e. multiple oppressor CWs or TRs that use courage break).

At-Wills:

Ray of Frost (RoF) — Scorching Burst (SB)

RoF should be your go-to at will in PVP. Glacial Movement provides a 50% chance on the use of RoF to add an additional stack of chill and the equip bonus on your Artifact Main Hand should add an additional stack after both 1 and 4 seconds of continuous casting. This makes RoF an easy way to build chill stacks fast. It also has no delay in casting like SB or Chilling Cloud, for example, which makes it a quick way to consume stacks of Spell Twisting and to reduce cooldown speed.

SB, although rarely used, can be used in a pinch to apply Smolder. However, its long casting time and single cast quality makes it much less effective than RoF and so it should only be used sparingly.

Support PvP Gear

Prestige Gear
Since the release of Storm King’s Thunder, Prestige gear has surpassed previous PVP armour in terms of stats, but there is no concrete gear setup for the MoF Oppressor CW. Duelist gear is much more suited to CWs with a support role, as its stats are geared more defensively and typically have high Recovery too. However, the choice of set bonus depends on whether you choose to prioritise tenacity, stats or damage resistance. Many players choose to wear 2 pieces of both Warborn and Prestige gear for maximum tenacity, while others wear 3+ pieces of Prestige for 10% extra damage resistance while controlled.

Rosegold Rings (Executioner or Duelist)
Rosegold rings are typically the PVP player’s ring choice, as the additional tenacity stat plays a vital role in survivability. In this instance, double stacking these rings allows us to be extra tanky, in order to stay alive and to stay on the node for as long as possible. These particular rings give desirable stats for the MoF Oppressor, with the Executioner and Duelist giving Recovery and Deflect respectively.

I personally preferred the Drowned Set as the extra healing it provides allowed me to have as much survivability as possible, going hand in hand with having high HP. However, different variations of this build may also incorporate the Burning, Stronghold or Manaseeker’s sets.

Greater Everfrost Tights & Tunic
As our Deflect should be higher than our Life Steal, the set bonus on these enables us to reflect 50% of incoming damage back at the opposing team for 1/3 of our time in battle. This is because the damage reflection procs for 10 seconds, and procs twice a minute when in combat – causing a large overall reduction to our damage taken, alongside increasing our small damage output.

Alternatively, the Drowcraft Tunic & Tights can also be used if the campaign store has not yet been unlocked. This set provides us with HP, Power, Recovery and Defense.

Artifacts

Oghma’s Token of Free Movement
This should be used primarily as your active artifact, as it provides you with control immunity, meaning that you can move between nodes freely without being slowed down, for example by a TR’s Courage Break or a trapper Hunter Ranger. It also enables you to get out of a sticky situation where you might be outnumbered or losing health rapidly and gives you the chance to regain control of the node.

Shard of Valindra’s Crown
This should be used in tandem with the rest of the Valindra’s artifact set for its bonuses to both control resist and control bonus. It can also be used as an active for the same reasons as the Oghma’s Token, and provides damage as well as control immunity. However, during the period of immunity, you cannot move or cast powers, which means that this may not always be as useful.

Sigil of the Scourge
This artifact is used for its Deflect stat, being one of the few artifacts available that provides Deflect, which can be used to proc our Survivor’s Blessing for healing. It also provides Stamina Gain, which allows us to dodge as much as possible in order to evade damage and control effects.

Forgehammer of Gond
This artifact, similarly to the Sigil of the Scourge, is used for its Deflect stat, which again can be used to proc Survivor’s Blessing. It also provides a bonus to Control Resist which helps us to continue moving around the node as freely as possible.

Support PvP Enchantments

Armor Enchantments

Elven Battle – Transcendent
You are 80% more resistant to slows, immobilizes, disables and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%. (Great enchantment for PvP as well. In PvE, this is used for the Stamina Regen.)

Weapon Enchantments

Terror – Transcendent (For an added debuff and the chance to root – this procs nicely with Icy Terrain and can root multiple people at once)
orFeytouched – Transcendent (for added survivability in solo queues or before you become fully BiS)

Offensive Enchantments

Silvery Enchantment, Rank 12
700 Recovery

Defensive Enchantments

Radiant Enchantment, Rank 12
2800 Hit Points

Utility Enchantments

Dark Enchantment, Rank 12
700 Movement

Kits and Jewels

Major Action Point Jewel x4
Major Recovery/Deflection/Hit Points Kit x4
(This depends on the specifics of your toon as to whether you feel your character would benefit more from a boost to recharge speed or defensive stats.)

Wards

Support PvP Mounts

LEGENDARY MOUNTS (Lockbox or Auction House)

Swift Golden LionCombat Power: Summon your Celestial Lion to knock back nearby foes and grant nearby party members a Shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of Radiant Weapon based on the amount shield remaining.

Equip Power: When you or a party member are struck by a foe, there is a chance they will be healed and you will gain a stack of Radiant Weapon.

Speed Power: Increases your movement speed by 140%.

You can be dismounted if you suffer 6 hits in 5 seconds, or lose 10% or more of your hit points in a single attack.

Note: Swift Golden Lion – The knock back effect from the lion’s combat power provides the MoF oppressor with another form of node control and can often play a vital role in keeping opponents off the node for long enough to cap. It also gives a bar of blue temporary hit points both to yourself and those within close range, which can not only increase your personal survivability but also the survivability of those around you.

Note: These are just a few mounts that we recommend. You can of course substitute out any one of these mounts to better fit your gameplay. There are other mounts with the same Mount Powers, but with different Insignia Bonuses.

Champion’s ReturnInsignias: Enlightened Insignia Slot — Enlightened Insignia Slot — Illuminated Insignia SlotWhenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your maximum Hit Points over 10 seconds. This effect can only occur once every 60 seconds.

Victim’s PreservationInsignias: Crescent Insignia Slot –Barbed Insignia Slot — Barbed Insignia SlotWhenever you take greater than 35% of your Maximum Hit Points in pre-mitigated damage from a single blow, you are healed for 10% of your maximum Hit Points over 5 seconds. This effect can occur once every 10 seconds.

Hello, My name is Daddy, Also known as Daddy Norway, I play as a AC/DC Buff Debuff! ( English aint my native language, so please don’t judge! ) This build is all about Maximizing Power share, While being able to do outstanding DPS. In combat i average about 150 – 210 000 power, depending on […]

Going Oppressor to get IV helps with burst and helps with soloing for sure. You can pretty much freeze most non boss mobs.

AoC works by applying the AoC debuff on an enemy. When someone other than you, like your companion hit that mob, it will do 60% of your weapon damage. If running solo with a comp that just stands and heals you, you will not see a benefit. If you are in a group and hit CoI, then that debuff is applied to all the mobs it hit. When someone attacks that mob, you deal 60% weapon damage to them. This damage also scales with buffs. AoC is really good in dungeons, not so much when solo. Hmmmm… Maybe I should list that somewhere lol. Sorry.

Hey Manuel. This will be added into the guide at the weekend. If you’re struggling with crit chance, I recommend 16/16 INT and CHA, and then use the +2 in CHA. If you’re at a point where you comfortably at the 100% crit chance cap, then +2 goes into INT. 🙂 INT damage bonus is more valuable than anything else ability score wise.

Good stuff and its nice job creating this guide.
The only thing i see you put points in the feat “Learned Spellcaster”: unlike what most people think this won’t add +5% dmg on your intelligence, it will increase it’s “bonus damage”, so its 5% of 16% (if you have 26 in INT)=0,8%, which is really really bad!
Use those points in Prestidigitation 2/3: 2% stats rating for you and everybody, it’s with this a CW is a buffer lol, and is better than 0,8%.
If you have 10k power this will give you additional ~1.5% dmg, and think when you get more power like 30-50k. The bonus is then alot more for you and everybody.
Correct me if im wrong about Learned spellcaster, i havent tested with act on it for over a year and a half or so, might have been fixed/buffed now.

2/3 in Prestidigitation and having 10k power is 200 power.
2/3 in Prestidigitation and having 40k power is 800 power.

Learned Spellcaster is the better feat even with 2 points when thinking about doing DPS. Let us use your 26 intellect and work with only 2 points in LS. The math is basically like this, and its almost written in words in the tooltip (points in LS) x (1+(your int minus 10/100) which is 2(1+(16/100) that comes out to be 2(1+.16) which again is 2(1.16) which is an increase of 2.32% damage.

Hey guys excellent guide. It makes me wanna play as a CW. Also, could BodyBag give away his complete fashion please? So the armor chest piece is lifesilk spinnet or something? What about the legs and arms? What did he used as transmutation materiel? Thanks for your support to the community. We just need Cryptic to cut mounts prices by half 🙂

On behalf of James (BodyBag)
head- Hood of fate from the SW booster pack. or the brynnyr’s demise. says it drops from demogorgon (master)

chest piece is the armor of lolth. no longer drops. but the lifesilk is nearly identical except it doesn’t have the spikes or whatever on the back. and it has default gloves that over ride your current ones.

Hi Gandzialf here 🙂 I know it will sound weird and I have to speak about it with you Hermione, but I’ve been experimenting with skills for some time and found a new combo that for some reason is awesome. Sooo lets say MSVA first phase – IT-SS-DIS and Icy rays on master. All bosses – COI-CS-DIS and again icy rays on master. It gives me slightly better results than a standard setups. I agree that it depends on a group composition but tested it in various environments and still like it.
In terms of build – well done. Really great job. I feel everything going to change when trans lightning will come in place 🙂

Nice man glad your experiment, the only issue I would have tho, is icy rays doesn’t receive the benefit of spell twisting when on mastery, it’s a weird glitch. I’ll double check this tonight to confirm.

But if it still does this; then you have to rely a lot on the clerics hastening light to make Icy rays a good substitute.

Just logged in and double checked, spell twisting doesn’t affect icy rays cooldown ONLY when in mastery. No idea why it does this but it will stop me from using icy rays in (RB). Have to rely on clerics and pally cooldown reduction too much

I haven’t wrote the guide, so its probably another opinion than Body Bags, but when going oppressor ren, then you have to make up for the loss of spell twisting, so getting high recovery is more important imo therefore silveries would be better. For your Weapon enchant question i would prefer using plague over lightning, but i also never played with a lightning, i only know that it can be useful when playing as drow and to get your cooldowns shorter

hi jonathan, I recommend using azures in the majority of your offense slots. that’s so you can have a consistent amount of crit. recovery is easy to get due to most of the assault gear having it and most of your artifacts as well. also the two insignia bonuses artificers persuasion and influence give a huge recovery boost in battle when you use your artifact. as for the recommended weapon enchantment (since you are drow) I would go with the lightening. this helps with your cooldowns and the arcs from it proc your race ability “darkfire” which lowers your enemies defense.

Sry, about how much recovery is good I’m at 10k now and 13k with r11 bonds. But my crit is around 6.5k, 10k buffed but that’s with rank 9 silvers. Unfortunately my crit is 33%, 44% buffed. So I’ll definitely get working on azures, but just a reference crit should be around ?k and recovery around ?k. Again ty so much for this awesome guide and quick responses.

ok so that recovery is pretty solid. I would recommend going for more crit to have that better chance to proc nightmare wizardy. try to get around 80% crit (buffed). and since you are using a lightening you can focus on crit for the time since that helps with cooldowns. as for now I would recommend working on your bondings first to get that extra 45% of stats and see where that puts you. i like to sit around 16-20k crit and about 10-14k recovery. also if you have the resources i would recommend looking into the companion (priestess of sehanine moonbow) it gives you and allies .5% crit chance for each companion lvl. so 15% more crit chance at lvl 30.

Nice ty for the quick reply. I am drow atm lol so will see after some testing. And I thought it might be silveries so started building those up. Just wanted to be sure before I got to far lol. Ty again

I couldnt make full sense of the encounter powers part of it. I’m not used to the set-up of how it was written. Would someone mind explaining how they have put it on here for me? Just so i know how to use them. Thank you

Basically, at the top of page; we have listed all the encounters/dailies and passives that you will slot at some time during the dungeon, we have abbreviated each one too.

The loadouts for each dungeon will be represented by the abbreviated term for each power. So example; SS DPS guide for edemo. Non melt group (black text) – [CoI (RB) – IT – ST – Dis][IK – OF][SS – CP][MM – ChC]

So you look at the abbreviations and match them, so first brackets you will see are your encounter power [Conduit of Ice (RB) – Icy Terrain – Steal Time – Disintegrate].
Next sext of brackets; [Ice Knife – Oppresive Force] they are your dailies.

I haven’t read through the whole thing yet, but after skimming through it, the only suggestion I have is to include the Loyal Avenger gear for companions just in case a PC player decides to use this guide. It’s got two enchant slots, and about +600 power +600arp and +600crit.

We chose not to include the number as not everyone understands them. (States in the first paragraph). If they want to know the formulas then they can contact us on Xbox etc. And we will be happy to go in depth.

Hi April, a levelling guide was part of our original plan but we scrapped the idea. Maybe we will look back into it and adding a section for that purpose; but to answer your question.

you’re main 4 to aim for will be conduit of ice, steal time, icy terrain and disintegrate. Until you unlock all of them, it doesn’t really matter what you use. I would suggest using chill strike all the way to 70 till you unlock disintegrate :).

Ice and Storm and Oppresive force for dailies, until you unlock ice knife then switch for ice storm.

A CW goes from slow starting to powerhouse as soon as you unlock icy terrain.

Hi guys!!!! Thanks, for adding this build. I am have been struggling with my original and almost gave up. My current issue, is I am level 70 now and had to use a retraining token to rebuild. I am ready to assign power points but because of the way it’s set up, I’m not sure how to spend them. What should I max out? I have 71 points, and don’t want to waste any.

Yes, but powers Datsik has listed you will want 4 points in each but that requires points past 70. So get them all with 3 points in each and then gradually increase them to rank 4 in the order he has provided :).

Fire archon is much better summoned.
Siege master should be one of your companions, not manticore. Siege master is found in the zen market for 1200 zen. Once upgraded to epic it provides a 4% damage boost constantly.

It all depends on the dungeon, for the 15 points to have a difference. short fast melt dungeon, Oppressor will do better. Longer fights, renegade will do better.

Mod 11, renegade will always be better when using a lightning enchant.

With your current Situation, i would recommend going fishing, i mean it is really boring and is only getting worse the more you do it, but it really helps getting the stuff you need for the manaseeker weapons and also refinement for your artifact gear. So when you only fish for maps for a while(also do your dailies and if u have to do something for your guild that too) then you get moults, lanolin, a lot of voninblod, and refinement(if you are lucky also brilliant diamonds) and if you have the stuff you need, then you can sell the rest for ad

I recommend ditching the token of chromatic storm for a Thayan book of the dead, the crit armpen combo is great and you’ll need it when you finally get into a guild and/or your guild gets the power boon.

Next mod we will be switching to the lightning enchant, so if you haven’t got a dread yet, maybe start working on the lightning and Be ready for mod 11? Could be a route to take. The lightning is still decent this mod, just lacklustre on single target in comparison to the dread.

Yes, I also prefer the Oppressor path for the instant freeze. Datsik prefers the renegade path, it’s very preference based.

Personals: Chilling Presence and Swath of Destruction
With my critical chance rating being under 40% I did some testing to compare Swath of Destruction vs. Critical Conflagration for personals. Testing shows that for Master of Flame builds that do not have high critical chance that Swath of Destruction provides a better damage output over Critical Conflagration.

I have 4 power points in Critical Conflagration and only 3 in Swath of Destruction. If I had the forth into Swath of Destruction my damage output would be even higher.

My recommendation is if you critical chance is below 60% than use Swath of Destruction.

At Wills: Chilling Cloud and Scorching Burst
Scorching Burst is a must have At-Will for using Swath of Destruction. Tapping it quickly I can hit a single target with it to add smolder and if there are enough adds not being melted, I can hold it down to add smolder to multiple targets.

Encounters: Conduct of Ice, Icy Terrain and Disintegrate
See below as to why Conduct of Ice is not on the Mastery Tab.

Spell Mastery Tab: Fanning the Flame
Fanning the Flame on the Mastery Tab is really good to get Smolder to multiple targets for added damage from Swath of Destruction.

Gear Update:

Artifact Neck, Artifact Waist, Main Hand and Off Hand weapons are now all epic. I am working towards getting my Neck legendary first and second I will start working on my waist. After those are completed I will work towards one of the new artifact weapons in Mod 11 or the current relic weapon.

Rings: I have a few different options here and right now what I am running are:

Ring of Brutality +4 and Ring of Rising Precision +5 (will try out my Ring of Rising +4 to see if it helps me with putting out more DPS and put the Ring of Rising Precision on my Fire Archon until Mod 11 hits.

What rings do you recommend I go with?

Artifact Update:
With double refine I used as many refinement stones to improve my token and refined that into the other artifact I have of the same type. The artifact that replaced the token is Kessell’s Sphere, I got it this weekend in one of my VT runs.

Current Artifacts: Sigil of Controller, Kessell’s Sphere, Valindra Shard, and Lantern of Revelation

I have a couple questions about the artifacts.

Which one should be my main from my current ones?

I can get the Sigil of Devoted as my main character is a DC, should I get that and replace Valindra crown with it or should I work towards getting the Thayan Book of the Dead? I know if I replace the Valindra’s Crown I would make the Sigil of Devoted my main, but if I go with the book, what would be my main artifact?

Companions Update:
This weekend I was able to get the Siege Master and Master of the Wildhunt Rider.

I know my next step for improving companion is getting the Bonding stones up to rank 12. I am starting to save enough AD to buy 9 rank 10s as I want each one of my characters to have 3 rank 10 bondings so I don’t waste gold swapping them out. I estimated roughly 6-9 weeks of AD grinding to get that for my three characters. If I get some good artifacts along the way to sell in the AH, it would reduce that timeline.

After I get all my R10 bondings I would do the following for my CW.

Get Fire Archon Epic than work on making it Legendary. From there, work on getting all other companions Epic.

Boons:

As for guild boons, we currently have Armor Pen and Defense. We are working on the one for power.

I finished up EE this past weekend. I have 3 of the boons completed in the Underdark with the forth one ready after I get the book and working towards the fifth one, which I have the book in my bank.

I will be starting Sharnadar as it has the boon that provides 130 power with up to 20 or 30 stacks, which would help further my DPS. After Sharndar is completed, I will work on Dreadring, Maze Engine, Tyranny of Dragons, Icewind Dale and finally Sea of Moving Ice.

I’m in no rush to get everything done at once. I working on what I can when I can as I do have two other characters I am using and running content with at the present.

I know many recommend doing Sea of Moving Ice for the new epic weapon, but I rather get that first for my DC than any other character; however, I have been busy with other things besides Neverwinter that I simply don’t have enough time each day to run my characters through all the campaigns like I want. So I am doing 1 character a day for a campaign and right now it is my tank for Maze and Sharandar. Once I get those done, I will be doing my CW until she gets to where my tank is at for campaigns.

Having to reply to this comment because it’s not giving me the option to reply to your latest comment..

Nice changes made, I would use lantern as active for now. Get the DC sigil and trade for valindras shard and use sigil as active.

Rings; would use the rising precision. You need to try get your crit chance up. Even if you are using Swath, smolder+rimefire has a chance to crit. If they crit the ticks do a lot more damage. So a high crit chance is important whether you want to run Swath / crit conflagration. But yes a low crit chance Swath will do better because you aren’t getting the crit severity benefit if you aren’t critting half the time.

Thanks for the info. You guys have been great.
With your information I have been able to improve my CW overall damage significantly. Thank you!

I have my Sigil of Devoted equipped and currently rare, should be epic by tomorrow if not tonight.

I do have a few more questions.

Artifact Power, which ones should I have?

I am currently using Chilling Presence and Chilling Cloud. Should I go with Swath of Destruction and Scorching Burst? I am not sure which combination of these would help boost my damage output the most.

The next question is with regards to feats. The last two feats in Thaumaturge have a % change to increase damage and is not constant. Have you guys tested going with almost an equal split between the three paragon feat path.

With this set up you are applying chill stacks faster thanks to Icy Vein and you are getting the damage boost from Abyss of Chaos. My only concern is around the damage loss from not having Elemental Empowerment and Assailing Force, but those feats are % chance whereas the feats above are basically applied more readily.

Has anyone tested out feat allocation like I have listed above vs. the feat allocation you listed?

Hey again. Not using spell twisting is a big loss to dps. Also, Elemental empowerment procs creeping frost, which gets buffed and deals ALOT of damage over time. I’ve seen my creeping frost proc well over 200k damage a tick.

Good morning i want to know because im confused , recently i raise 3326 iten level with my control wizard op/tar patch ss, but i see that my encounters and daylis are doing the same damage when i were in 2800 iten level , i want to know how to raise that damage. Thanks

Bondings and companions. Raising your character stats in small increments will not show big gains like upgrading a bondings from 10-12. The gains are there, but 1-3% damage increase isn’t as noticeable as 30-60%

Thanks for answer but i upgrade 2 bondings to 12 and have 1 on 10 and have all my companion , fire archon on legendary , air arch , wild hunter , erinyes of belial , and siege master . Please help me my best hit with encounters powers or daylis is 290k.

290k in a group or by yourself? it really is just throwing darts until something sticks without knowing full details of your character and what you upgraded. Is your armpen stat on par? what is your power at with/without bonding’s? crit? crit severity? Id have to know what your starts are before and after upgrade to fully give a detailed opinion.
But if you are by yourself hitting dummies, and you are hitting disintegrate for 290k…that’s not actually that bad.

Thats when alone and i group but sometimes i hit like 590 in group with dc.
My stats are:
13str,15 cons , 13 dex, 26inte , 19wis, 24 cha.
My power: 22,589
Critical strike: 13,461
Armor penetration: 4,786
Then critical change 55.7% and severity 93.5% and resistance ignored 47.3
All that is without proc the bondings.

I have seem some videos where people with control wizard have hits betewen 1 million and 6 million.

Try getting in a guild with power boon at max. It is an extra 8k power that really helps. Your Int can be increased by re-rolling stats and I would also look to see if you can increase your Cha stat as well.. That unfortunately costs zen 🙁

Other than that your actual character looks good. Just make sure all of your gear has Crit AND Power on it.

The next thing to look at is the enchantments and the gear on your summoned comp. Having rank 12 Radiants, Azures, Brutals and even Black Ice really helps too. I suggest throwing your absolute best enchants on the companion.

Yes datsik im rolling chilling presence , and i am in guild whit power boon , and yes i know i have to reroll , one final cuestion , is better to have radiant on ofense rings on my companion for power or azure like i have? For better results.

You use your companion to get up to 100% crit chance. Once there, whatever else you have spare goes into power, example; 3 brutals on your companion gets you to 100%, so the other 3 offense slots remaining you can use 3 radiants.

hey Datsik, nice build man, but i tried something different. i think human is better for end game as a race, i know you lose 2 points and the tiefling debuff is all nice but those 3 heroic points specced well are much better than dragonborn and tiefling, well not much better but makes it a better choice for end game. i switched from DB to human, and specced then 3 points on prestidigitation, in dungeons, that feat is better than spellcaster, even as none human, i wouldn’t choose spellcaster to prestidigitation, i’ve seen a good increase in dps after switching, im using Spellstorm. also i cant see how AoC can be better than IV, the only scenery where it could be better is SVA, but as for any other end-game runs IV is better. Also with prestidigation you can worry less about crit and AP and get more power, so i dont see why not. Anyway lemme know what you think, tnx

Thanks. Keep on trying new things and testing them. That is what we do. We do not rely solely on the eye test and paingiver results. We respec and start charting
I have been all of the races we have listed, I’ve been all of the specs we have listed, I’ve tested all of the abilities we have listed and when you see a DPS build without Prestidigitation, it is for a good reason. We have tested all of this. In saying all of that, we do recommend one important thing. Play however you want. It’s your time and effort. The guide was made to help steer people away from powers that do not work correctly.

What Prestidigitation increases by 3%: Power Rating, Critical Strike Rating, Recovery Rating, Defense Rating, Deflection Rating and Movement Rating.
3% of 30,000 power is 900. Your new increase on power is 30900. What is the dps increase of 900 power?

Learned Spellcaster with 5/5 math: 5(1+(Your Int-10/100)

Compare the numbers. What is the increase of them both? Want to mix and match? Change that 5 to a 3 and then compare the results again. This is why we do not recommend using it.

AoC and IV is a personal choice, and to say it “could” only be good in SVA is absolutely incorrect. Ive explained how it works in another comment somewhere and I am not going to search for it or retype.

I woke up on the wrong side of the bed this morning. Sorry, not trying to come off as attacking. Just in a meh mood, and don’t want to leave you hanging.

its all gud mate, so as you said AoC better with group play, but in most cases you just gnna be doing those single dailies and boons, as i mentioned i’ve never tried AoC, im currently at 45k power, so maybe thats why i dont see the difference between spellcaster and prest, but have to mention im not getting about 160k with any good dc in dungeons since i specced, but also i’ve never specced 5 to spellcaster, maybe its worth trying, thanks for the info. another question i would like to know, human or tiefling? dragonborn is just giving me, well not much 3% power and crit almost unnoticed, with the avengers on my companion im already getting over 100% crit, so its kinda a waste. tnx again for your reply

oh 1 more thing i would like to ask. i see lots of ppl with 60k raw power? i mean i have all my equips and enchantments are max, using full brutals on all offense, i have the warhorse aswel, guild boon at max but still stuck at 45k, oh and about insignias, would do you trully think about those? is assasins covenant worth it for us CWs? i tried it yesterday and well i noticed like 2k more power or maybe more but is PC worth more? in dungeons i have like 30k lifesteal and 10k defense, pretty low deflection. how about artificers persuasion, combatants maneuver, i’ve seen someone with 5x PC, is it worth it, lemme know what you think, thanks and sorry for your time :p

Hey guys I took my CW through the Drake pens for the first time and the cell key dropped. I now have the Repenrant Dragon Cultist Companion which I unsterstand is pretty rare. What do you think? Should I use him?

I have the con artist but know bonings yet. Mostly randoms. Erinyes, illusionist, Kenku Archer, most of them I just got from drops. Resources are limited right now. They are all green. I can upgrade one to blue I just can’t decide what to do.

I have been contemplating whether to stick with dps or go b\d. I’m just not sure. I have a pretty awesome TR as my main and she’s my fav. I know exactly what she needs. This is driving me mad. I want to kick butt whether I’m playing solo or with a group. Btw….I appreciate all the advice you’ve given. You guys rock!!!

If you go MoF Thaum/Opp you will be able to DPS when you want, and be a Debuff when you want. All that changes are personal features and swapping a few spells.
I think this may help give you time to decide which direction you want to go. You can build for DPS and not hinder the debuff.
It is the most flexible spec you can be. It also comes in 2nd to Spellstorm, and is quite competitive dps wise. Just follow the Thaum/Opp build, and check out the dungeon guide for how to use it for dps. Then check out the B/D dungeon guide for how to use it in a debuff scenario. Best of both worlds. 🙂

hi, just reading amazing guide thank you so much.
I was wondering should i sell my dread enchantment before mod11 comes to consoles? as i understand i need to switch to lighting you wrote? do you keep or sell? thank you.

No you aren’t missing anything at all and in fact, that build is going to be replaced in the next update. But the reason for using/selecting that feat is flexibility and assisting with soloing. However, enough people have asked this same question, so we are going to change it for straight B/D build. BodyBag will be creating two more B/D builds and they will be added.

The valindras belt is used to help pad stats, it’s for the +2 CHA as that is +2% crit chance. If you are comfortably at the 100% crit chance point, then the extra +2 INT from the owlbear is worth more in terms Of damage. Most end game CWs run the owlbear belt :).

Okay. Makes sense. :). Last question, how do you recommend maximizing such stats to get to that point? As far as companions go, i’m currently running Augment as it is easier to manage and i like the raw stats added.

Using azures and any gear/artifacts etc. that specialises in crit (we have listed everything in the guide in the corresponding tabs) to hit 100% crit cap. Using a companion that strikes and procs your bondings is the best way. Not an augment.

I answered a question on Facebook that helps explain this. Going to copy and paste here, hopefully it helps? Let me know.

The gear on your companion e.g. Fire archon – 2 ring slots and a talisman. Your crit stat will be on them, as well the enchants.

Let’s assume you have full adorable gear. So 2 adorable rings and one adorable talisman. (521 power and 348 crit, double offense slot per piece). In the offense slot you run a brutal. (420 power and 420 crit). Each piece is double
Offense and you have 3 gear pieces so that’s 6 enchantment slots.

So from the 6 brutals you gain, (6×420), 2520 power and 2520 crit.

The gear pieces (3×521)- power = 1563

And (3×348) – crit = 1044

Bondings give 840 power each at rank 12 so (3×840) = 2520.

So your companion now has like 6.5k power and 3.5k crit. The companion itself has default stats, at legendary a fire archon has default 700+ crit, armor pen and power.

So essentially you’ll have 4kish crit and 7k+ power. That when your bondings proc will give you 285% of them stats, having a legendary companion will give you an extra 15% on top. So you gain 300% of them stats.

So 300% of 4K crit is 12k. That’s a 30% crit chance buff. Once bondings are up they rarely ever drop as they last for 20 seconds but the timer gets refreshed all the time from companion continuing to attack. This is how you reach the crit 100% constantly.

So like, definitely the closest online for buff wizards but there are a few things that are making me cringe…for one there is no ren/oppressor which is the staple of buffing with combustive. The twisting immolation feat allows you to actually keep the combustive buff up, which is pretty much when everything starts dying. Going thaum not only misses that, but also misses bitter cold, which is small but is good for starting everyones dps higher before full buffs. There is also no full Opp/thaum build which has been the most viable for keeping you most effective buffs up, and also allows for ultimate CC to make runs just generallt faster. There is more but i would much prefer to not give everything away (; [email protected] Brownz if you wanna know how to actually buff

Well, thanks for the message. Couple things, and we have stated this a few times in the previous comments, is that the second build is being removed in the mod 11 update which seems to be the one you are referring to. Apparently nobody likes a buff/debuff build that helps with being able to soloing, so we are removing that for a couple more B/D Builds designed for that purpose only.
Also, The way Combustive Action works, is when you apply Smolder via a daily (feat) or other means, it applies a DEBUFF to the enemy, not a buff, and gives AP gain when a mob dies. By the way you were describing it, I wasn’t entirely sure you know what it does. The fact that people miss interpret what a buff and a debuff is makes me cringe.

The only thing viable in an Oppressor/Thaumaturge build is Spell Twisting. With enough recovery, you can skip this feat and tree entirely, and focus more on a couple buffs from renegade and a little bit of AP gain for yourself. That is why we have our Oppressor/Renegade build as an option.

I personally don’t think you have more to offer, nor have anything else (secrets) you could possibly give away. I appreciate you taking the time to pick on one build though, as it shows you read at least up to that point. 🙂

I feel we both might have misunderstood. I am aware of combustive and swath both being debuffs, and NOT buffs. The main purpose of an mof is to reach that debuff cap, so that the other classes buffs can exponentially increase outgoing dps through their power share and buffs. (most powers on other classes are all buffs to team rather debuffs to enemy)

That being said, the builds im referring to are oppressor/thaum and renegade/oppressor. The one ive most commonly given out for simplicity is the ren/opp. Same feats are your ren/thaum, except throw the last 10 into oppressor for 5% debuff and the daze/extra length for combustive. The last 5 i leave up to the user for either icy veins for some CC or throw it into abyss.
–>Abyss allows for extra chance of procing the Drow 10% defense debuff as well. Furthermore, using a lightning enchant with that combo procs abyss more, AND adds more chance on itself on proccing drow buff.

My current build is more towards stagnent buff/debuffs, and more towards the utility of control. Full oppressor with capstone/thaum for twisting and drifting embers. Even with high recov, twisting helps to ensure your combustive buff stays up, and the drifting embers helps to spread your simple swath buff goes up on trash mobs. I run coi in rb, then steal time, icy terrain, and fanning for trash, and swap fanning out for enfeeblement on bosses.

On bosses, the rotation goes furious immolation, (i call it flame toilet ?) Then a coi to proc double swath. Then you can almost button mash and include your scorching every few encounters to proc spell twisting.
–>this btw is a much easier way to proc double swath over the way with oppressive, only two steps lol

For trash mobs, the CC from this whole setup allows you to suck in all the mobs and freeze them instantly to proc frigid winds, and for a long enough time for any dps to beat up while taking no damage at all. The oppressor capstone helps with this because it lets chill stacks last 2.5 seconds longer. And i mean, shatter can be cool sometimes too lol. Having all of the mobs always pulled together and frozen is much more important for speed runs than some people think. IBS’ing one guy on the left then at-willing the one on the right takes much more time than just simply running up to a group hug and one shotting everything (;

Keep in mind i am in no way trying to downplay anything. These are simply my two builds ive come up with over the course of however longs its been since mod 5 :p

Play the SS dps Thaum, but having a hard time to figure out a good combination on the artifacts listed currently have lantern; wheels, CW sigil and Valindra,thinking bout putting thayan book in to the mix but dont know wich one to replace,what artifacts do you use on yours?

It really comes down to stats, and what you are missing. I assume your wheel is the primary, and the lantern, controller and valindra artifacts are secondary.
What it comes down to is stat distribution with those 3. If you need more armpen, maybe taking out valindras for thayan would be good. I say just change them based on what you need. if you are in a good spot, no need to change.

forgot to mentioned that i have not equiped the wheels yet, they are pretty expensive on ps4 and have heard it can be hard to get guarante fire buff so would i be better of selling it and go dc? or is it not that hard to get the fire buff

Was wondering about two things.
First, shouldnt fire archon be in the companions section? Was wondering if this was an oversight or if there was a reason.
Sencond, did you do any testing on a renegade dominant thurm hybrid dps/buff defuff? From my experience this is one of the best cw builds. Gots excellent damage and buffs. While it doesnt have the buffs of a mof and doesnt have the damage of a ss thurm the happy medium is optimal for all scenarios. Espically endgame content. Most cws will get out dps by a sw, gwf or hr anyway so dps build leaves one asking, “whats my role.” While mof buff debuff is useful but not any fun.
I think a section on a well rounded renegade would be an excellent addition to your awesome guide.

I see your point and maybe we will add it mod 11, but we don’t really find being a mix, effective. Like a CW will outdps SW,GWF, HR etc if you go full dps and play it right. My CW on Xbox stomps on nearly everyone. It’s actually how I make AD on the side lol.

Goodweekend, I have just gotten the boots from heroic farm bryn, the assault and raid dropped, for my cw dps, i read that the raid version is BiS in the guide.
Can i go ahead with restoring the raid boots or would you suggest to hang fire if they are still the best version come mod11 on ps4 ?
thank you.

So, I’ve been playing with CW since probably 2014, loves it, but decided to delete and now I made a new one, and have to say that your guide is helping me blast through the levels =). I hope you keep up the good work and make future updates. Thanks for sharing it. ☺☺☺

Oh ok thank you! For the mount enchantments, I’m not understanding the layout. You have a random combo of gem slots, and then 1 enchantment listed. Do the combo of slots matter? Shouldn’t it be listed as X Slot = Y Enchant? Why is a different enchant listed for the different slot combos? Thanks in advance for all the help!

We don’t know yet it takes a while
To obtain a set so a comparison hasn’t been drawn up so far(from PC players).
What we do know is, lifeforged and mirage suck. Fey is for support classes – mainly clerics. Still to see testing on aboleth.

In my opinion tho, relic will still be BiS.
Datsik hopes the new weapons are competitive because he didn’t have the time to grind for relic weapons.

Datsik also thinks losing the 10% because of having to dodge sucks, so he is willing to sacrifice ~5% extra damage because of that. At the same time, he also hopes that he doesn’t get screwed with a weapon proc at the end of his combat as well. He also asks himself why he speaks of himself in the third person. He is still trying to determine that as he types.

hey jonathan, thanks for the support! so i was looking over the gear and i found that what you are running right now is too mixed up and all over the place. so what i would recommend doing is getting the dusk raid shoes. this will give you the 2 piece bonus for 1000 extra power and defense. plus 5000 extra hit points while in a group. now for the head and chest pieces. for the head piece i would recommend one of the 3. the drowcraft cap (135 IL), or the manaseeker’s assault cap (recommended), if you can’t get either of those get the dragonflight raid cap. for your chest piece i would recommend getting the historian’s regalia from normal SVA. that also gives alot of hit points and 12AC which gives better survivability.
now for your companion the only thing i would say is maybe swap out the black ice 10 for an azure. only because black ice are really only good at rank 12. you could probably trade it directly for a rank 11 azure. depending on prices. i hope some of this helps. again thank you for taking the time to read through and use our builds! 🙂

The radius is quite large so you can use it on the edge, it’s damage is higher, and the bears and giants are immune to knock back. Most pulls are 5 or less where this spell will excel. If going this route over oppressive force, make sure you take it back off, because the trolls are not immune to knock back.

I’d also like to say, if you are on PC and using lightning, then use oppressive force.

Love the guide guys. My question is what is the top build as of right now for dps? I running with SM thaum/opp build 3k2 IL base 19,632 power 15,253 crit 26int 24cha crit chance 60.2. 2 rk 12 bonding and 1 rk 11. What build would put out the most dps for my stats? Thanks

Datsik….wow..u guys did an amazing job! I love it!!! I can say I have known Datsik for a while and u are always so helpful!! So its way late for me so I am tired..I have a ?? I have trans lightening..so how exactly am I supposed to change my feats? U prob wrote about it but there’s so many comments and I have been trying to read it all..:-)) are u doing a hybrid? Thxs again for all this work you guys!!

First of all respect for your work!
Now a question regarding Mod 11 for a SS Thaum/Rene build: could the Blue Dragon artefact and the Thunderhead enchantment be Bis or not? Especially in combination with the Lightning ench.

Its still good. The Sellsword is the same, except it has the extra offensive slot for the bonding which people would prefer for DPS. It just requires the +4 companion gear from Illusionsts Gambit and that is a grind. Eventually im going to update the companion section, just not motivated right now lol

So basically if you can handle losing 2000 power or 2000 crit and adjust it’s goooood? :p ….will it make a noticeable difference in dps? Just wondering. And just so you know, you guys are amazing. The work you guys put into this is greatly appreciated 🙂

hi i am really on the fence which summend compagnion for my cw dps build to use and make legendary.
please can you help me advise between fire archon or sellsword or what is the best one to use as summend now ? thanks

I would say Sellsword, but that’s only if you have the gear for it. The fire archon gear is much easier to obtain and the air archon isn’t bad either.

Also, for the best value, I’d make a companion legendary that you don’t plan to replace. The WHR for example or Air Archon. Those guys, even though not summoned, still give the legendary bonus while in active slot.

Through the companion. You can use cruels, black ice, and also use gear on companion that has crit/recovery or power/recovery. It’s a balancing act for sure, but extremely worth it in the end. If you are not maxed or close, or struggling with crit, then keep focus on crit. If you are maxed/endgame, then the 10k recovery is what will seperate you from the others that don’t have recovery and rely on spell twisting alone.

I use coi, roe, disintergrate and cs on single target and the outcome is way more dps than if i go aoe with coi, it, st/sus, disintergrate, i don’t have trans lightning though but 4k+ fully vivified relic gear and close to bis.

Same rotation, pretty much same level and gear as you. I still don’t understand why people should prefer SuS for single targets instead of CS, the DPS guide in this site shows SuS for FBI single targets.

What weapon enchantment do you guys think is best on boss fights(Besides Bilethorn), along with rotation?(For example in Fbi i use Trans-Lightning throughout the whole dungeon then switch back to my old Trans-Dread on the last 2 boss’s.But i was thinking about trading my dread for a vorpal for single target fights.I play on console and have no way of testing.As for my second question i use -ray of em,(sudden storm or CS depending on boss) disintegrate, and COI in mastery.However i have a feeling COI might not even be that useful on boss fights.Plz let me know what ya guys think,and Great job on the Guide I’m gonna have to give the whole AOC build a shot lol.

We have found that sticking with lightning the whole way gives best results. It takes a good 1.5-2 minutes for bile to catch lightning in damage. A lot of bosses don’t live that long, but if they do, Bile will be better.

We have also found that dread is better than lightning up to about 60K power and 100% crit. When you start to get buffed by your group, Lightning pulls away.

Great guide u guys. I’m learning a LOT from this !Atm I’m using your MoF dps build as my main LO and I’m gonna use your MoF B/D Renegade/Thaum build for my second Loadout tomoz (I play on pc). What I don’t understand about the B/D build is the ft points in Ren to incr crit chance whilst using Chilling Presence (I think it’s called) ? I checked ur recomm for spells etc in Duns ‘n stuff and u guys never recomm using it. Thx for any advice.

Yea, that build was meant for solo and whatnot and its kinda not that good I admit. We annotated this under the build section. We are having a hard time coming up with a Rene build at the moment, because frankly, Oppressor is better.

Greetings, ps4 wizard here. Thanks to this guide I have managed to put together my own buff/debuff renegade build, I really appreciate the time and effort you all have put into providing this resource for up and coming CW and I will be recommending this guide to others every chance I get. Stay awesome! o/

Hey, I’m pretty new to level 70 Control Wizarding, I’ve just finished the Elemental Evil campaign and have about 1900 Gear Score. I’m looking for a good DPS Build and you just have so many options laid out here! unfortunately I’m not really sure which one would be best for me, think you could help me out? I’m typically playing with two friends; a GWF and DC, so I’m looking for some serious DPS with a little control too. Hopefully this isn’t too crazy of a request, I understand you all have put in tremendous effort into providing the community with this fantastic guide. I’m just hoping I could have some veterans point me in the right direction.

To Scott White. Sounds like u want the SS side and if u want sum control ie freeze em; then u might want to look at their Thaum/Opp built. Cuz either way ur gonna need 5 points in Icy Veins. Although sum people say u need a high crit chance to get the best out of SS. I like the Mof better myself. To Datsik ‘n friends; please disregard my comment be4 but wud REALLY wanna know if there’s an eta on ur updated Mof Ren/Thaum build ??! Just quite eager to use it 🙂 Thx.

I am not sure when we will have it out. We have been pretty busy recently. I will say soon, but I am pretty sure it’s going to be common with what others do. For end-game, there really isn’t many good options in renegade. For end-game, the Opp/Thaum is the best.

Simple question, best personal dps ss or mof thaum(i wanna know it with pure dps not “depeond on your playstyle”) ? i play along SS and he is badass xd but now on PC cryptic enter loadout so i can make little fun ^^ , so is watyto outdps SS with MoF ? and if it possible that must use CP + SoD or CC(i think 20 debuff is better because 20 CS is +/- 10% dps)

forget one question xd , rene have chance to outdps thaum ? i see many rene which cast (i don’t know how but it is posssible ) 2 of 3 buff from rene path , with it is chance to deal with thaum ? and maybee you know wha is that rotation ?

Renegade cannot beat a Thaumaturge. It comes down to player obviously, but if same skill running these builds, Thaum comes out on top. Rene helps with team utility to make up for the slight DPS loss though.

Thanks for the great work.
Just one question.
You state in the gear and stats section.
* It is best to combine LS, Def, and HP for maximum survivability. Focusing solely in one defensive stat will not save you from being one shot by most mobs in dungeons. *

But in the enchantment section you do not list the draconic enchantment that is having all these stats. Whats the reason for this?

Sorry for my late reaction and thx for your reply. If I’m ‘reading’ u right you’re saying Ren/Thaum as a support LO will be mostly obsolete when I’m able to do FBI/mSVA ? What would u suggest I should go for then ?
Also my Gear is: Full DF Assault Gear (but I cud change Chest and Shoes into new Company Assault ones. That wud turn 2399 Recovery into crit) , Twisted Set (Epic MH/Rare OH), Epic Lostm neck + Valindra Belt, Rising Precision +4 and Sudden LS +4, Gemmed Exq Elem Shirt+Pants.
Offensives are Azure rank 8’s and Defensive slots are Dark rank 8’s. .

This all gives me right now (OoC): Pwr= 15180, Crit= 45%, RI= 56,3, Rec= 4717 (But I’ll keep Spell Twisting anyway), LS= 5.2 ( I REALLY want to up this but not sure how). Onfort I’m on a budget so it will take a while be4 i can afford BiS stuff. Apologies for the Long story but by showing you guys what I got I’m hoping you could give me sum tips on what I shud change/focus on first to improve. Btw would it be a good idea for me to get the Priestess of Sehanine Moonbow Comp till I can get better bond stones ? I would really appreciate your thoughts on this because I’m a bit stuck on where to go from here. Thx again and keep up the good work 😀

Bondings and companion setup make up the most of your damage. I would focus squarely on bondings until they are Rank 12’s when it comes to refinement. With your companions, The best bet is to get them off of the AH, as getting epics from there are usually cheaper than making a green to epic.

Air Archon, and Earth Archon is where I would start. Then look into the Siegemaster. That companion you get from Zen. You can get the Erinyes from the Scourge Warlock pack with Zen as well.

So in a TL;DR

Rank Bondings to 12 and get new companions. Run the Illusionist Gambit Skirmish over and over and over until you get all the +4 companion gear you need for your summoned companion. Look at Zen for Erinyes and Siege, and look in AH for epic Air and Epic Earth Archons.

Hi few question
1. Now i use T.light maybee you tested T.holy ? probably in single target it would be better then light
2. in my test i see that CoI can proc lightining and SS and RoE can’t i have right ?
3. With T.light is better to use Oppresion Force or ice knife ? (on boss fight) any tick from OF can deal dps from light yes ?
4. What is better for personal dps in MoF SoD or CC ? 20% debuff look better than 20% CS ( from mathematic 23 cs is something about 10% dps )
5. Any of you use some “exclusive” companion ? i mean something like tomb spider etc. ad maybee tel me what is better then siege master ? ( i now use air, earth, fire archont, wild hunter ) but this siege looks low…

T Holy not good for CW.
Those abilities you listed DO proc lightning. Just not as many times as CoI. You can just hit a group of target dummies and see the result, and verify in combat log.
Just because you have a lightning doesn’t mean everything about how you play has to change. Just do the same thing you did when using a dread, but now use IT more in single target fights.
We don’t use an “exclusive” companion. Siege Master is a great companion.
And as far as your MoF question, if you can apply smolder manually and not have isues, then Swath is the better option.

I am not going to tell you what to pick, but I will say that the best options are Drake, Snail and Tensers.

Imperial Rage Drake is 4k crit, which allows you reach crit cap easier, and also move stats around like power and recovery. It gives you the absolute most flexibility out of the mounts.

Coastal Flail Snail is 25% AP gain. This is a great boost to DPS. An excellent option.

Tensers is a mount you are not using for it’s mount power, but it’s combat power.

I personally use the flail snail legacy. It is cheaper than the legendary version but offers the same mount power. If you just want that for the 25% AP gain, that is a good option and then perhaps picking up the Tensers for the combat power.

Hello, Datsik! Loving the guide, let me ask a simple question.
Why Barkshield Enchantment is not listed as a possible armor enchantment?
Do you guys feel it is not worth it for CW builds?
Ty for replying, peace!

hi Jose, the reason i didn’t put a point into shatter strike is because i made it for slightly more endgame dungeons. (FBI,sva/Msva, and MsP). in FBI nearly all the enemies are immune to controlling affects. which means they can’t be stunned,frozen etc. i understand that the enemies (trolls) in FBI, Sva/Msva, and the creatures in MsP can be frozen and controlled but they typically don’t last nearly long enough for shatter strike to be effective really. although i do see it being very good for newer players running CN,Etos, EGWD etc. so if you feel like you would like to put that extra point into it then by all means. will work great on enemies that don’t die super fast and can be controlled. it’s an excellent power and definitely good to use if you don’t feel like using NW.

Oh wow thanks a lot! That was a very complete answer. I still have some time until i reach 70 and have to take that decision, but i might go with Shatter Strike after all, since i’m not planning on doing any end game content in the near future, i haven’t even done my first campaign or raid! But i will surely follow your reasoning and get a respec from that lady that deals in symbols of savras once i’m ready for the toughest parts of the game.

I have another question. So i always see people asking for dps, tanks and dc for their dungeon parties, i have never seen anyone ask for b/d. What do you guys think about the MoF b/d build? I’m personally loving it, but the whole point was to make my character good for parties, and if nobody wants b/d, should i just go for a dps build? But i feel that if i wanted dps i should have just gone for a dps oriented class instead of control, but heck, i can always respec into a SS build. What do you think? is a b/d MoF good for doing epic dungeons? do people actually want these in their parties?

End game guilds/parties like a B/D CW. The average player doesn’t understand and when they look at paingiver, they see how awesome they are, and how weak your dps is. They just don’t understand what you provide. Just play how you see fit. 🙂

Hi Thank you for this amazing guide, it’s perfect! I have a question for you, can you please help me with a mof full dps pvp build? I have an idea on how i want my cw but im not ready to build it alone, missing a lot of experience. Thanks in Advance

Hello, I am trying to understand the flail snail legacy mount out and i do not think i understand it properly.
On ps4, if i buy the purple snail, it says it gives me 15 % total action point gain for 10 seconds when using a daily power.
(I cannot afford the orange mount)
I am using my DC artifact als my main artifact on my CW.
Is there any use or benefit for me to get the legacy snail?
Are these two things not the same and therefor when i use my dc artifact i already get it?
please if you could explain it for me?
Thank you.

Hi! I’ve been having a blast playing MoF and it’s all thanks to your guide, it really is a lot of help.

I wanted to ask you what gear would you recomend for me to get while playing through early level 70 content? I’ve been thinking about getting the alliance assault/raid set plus drowcraft shirt and pants while focusing my enchantments on critical and life steal, and i think that’s the best i can get until i reach the item level necesary for epic dungeons. What do you think?

Thanks! Do you think i should put focus on armor penetration and recovery while doing the early level 70 stuff? Or maybe just power and crit? I ask because i read your diary and it said that recovery was great for end game content, so maybe focusing on power is better early?

Oh no, recovery is a stat to go in when you are maxed out and looking for the edge. High Power and Crit will serve you well all the way up to high high item levels. The health of the mobs dictate that.

Why do not see any mention on the Orcus set as something for a CW to use.

The set averages around 5% increase in damage. If you are a dragon born, tiefling or sun elf you can start off with 18 in both Int and Cha which gives you 25 in each stat by level 70. The set still provides critical strike and power along with the damage bonus. I know STR and Con are not CW stats, but extra HP cannot hurt us CWs and extra stam regen can help at times.

I been testing it out and damage wise at epic it does better or equal to using the Int belt. I hit good old
Orcus for around 3.5 million and my stats are ok for a character under 3k using r10 bonding.

This has been answered before I believe and I’m not going to repeat. If you like it, use it. If you want to use any of the other sets, then by all means use any set that is available. At the end of the day it’s your game, and you should equip what you want and/or think is best. I can tell you that there are CW’s who swear on this set until they get wrecked by someone not using it. I have seen quite a number of CW’s switch back to Owlbear after using Orcus. Just play your way 🙂

Great guide; however, looking through your builds they are great for BiS end game characters For characters that are not at end game and seeking a critical chance increase players should aim for the Renegade path for Chilling Advantage, regardless if you are a MoF or a SS. Both builds benefit from having a higher critical chance and 10% increase is worth getting at lower IL or if you cannot hit 100% crit with bondings.

The other benefit of renegade is the chaos magic buff you provide the group, a 30% increase in the group damage, that is great for the player and their group. Once you get your crit rating to 100%, than yes moving over to the Thaumaturge path makes sense.

Also, for MoF, don’t use FtF off tab, it does not proc smolder if you land a critical hit and it is less valuable than CoI on tab. Best MoF rotation I have used is CoI on tab, IT, Disintegrate, and ST.

One thing to note that I find most builds here lack is the importance of companions and how much DPS they add to any build. The ones you list are great and add quiet a bit to any CW DPS, probably around 10-15%. Getting them is another story though. But it is not impossible but expensive, just like getting R12 Bondings.

If someone wants to DPS and has lowered stats, they are still going to outperform someone running the Renegade for Chaos Magic. There is no such thing as an end-game build. We just listed builds with the least amount of waste and are tailored for specific things. Sadly we included a Renegade build which I completely despise, but a few, and I mean very few wanted.

Assailant is really good, Elemental Empowerment is really good and so is Elemental Reinforcement. Those 3 feats alone are better than all of Renegade put together. The 10% crit is nice, but still not worth speccing Renegade for.

As far as MoF and FtF, are you speccing into Elemental Reinforcement? If so, not using FtF is costing you 5% more damage across the board. If not, then you are losing out on 15% extra damage. Also, if you are talking single target, there is no reason someone cannot tap Scorching Burst to apply smolder, but smolder doesn’t last long when you are using cold based powers anyways.

As companions go, there are not many companions to choose from that increase DPS and the DPS iscrease is well above 10-15%. If someone cannot afford those then thats something to save up for. Getting high DPS takes time and effort. Of course time and effort can be replaced with cash, but that is on that person to decide time vs money. I am not going to write a guide on how to make AD either. That information is out there somewhere 🙂

A few things about FtF, off tab does not apply smolder. Since it is a Fire spell crit hits do not apply smolder as well. Using FtF requires weaker adds to get max benefit. Scorching burst is not as effective as chilling cloud or magic missile for at wills. MM helps get 5 arcane stacks and CC can add rimfire to refresh smolder. All in all, FtF is a waste unless it is on tab and when it is on tab, it still gets the boosted damage as it is still considered a single target encounter, but as I stated before CoI is better on tab than FtF.

As for Elemental reinforcement, it does not add damage for fire based attacks, so using scorching or FtF does not boost your damage like you think. This is broken as far as I am aware, therefore making MoF under perform vs SS.

As for Renegade vs Thau, Thau is all about personally dps and fits great for solo content or someone worried about being top in the psingiver, where as the Renegade build is more about group effectiveness. The difference between the two is that renegade actually makes content easier putting less stress on the DC or Healadin. It also helps with damage buffing if the player is a MoF and runs Swath of Dest, which is the only time I go with FtF on tab and I use sorching burst over over MM.

To me MMO are all about groups and building characters to help the group out, but to each their own.

As I stated though, you nailed the companions. Excellent job there. If a player is looking for cheap comp to help DPS, Light Foot Thief is good until they can afford the more desirable ones you have listed.

I do like build and will probably use one of dps ones when loadouts come out. But for now I will still use my buff build.

Hiya Datsik, just read your comment about loathing the Renegade builds. I got your Ren/Thaum build as my 2nd (= support) LO atm. In your opinion; would I be better off having Opp/Thaum instead for a support LO ? And if so; are you guys planning on putting 1 up on here ? Wouldn’t mind trying it out for questing ‘n stuff with that stun from the Opp capstone. Thx for any advice.

There have been discussions around Renegade vs. Thaum builds. The difference is that Thaum is only about your DPS, which can help you top the paingiver charts. That is all fine in good at end game, 12K+ IL or 3.5IL+ depending upon your platform. Prior to hitting that IL, I highly recommend using Renegade as it helps your group out.

Chaos Magic and Nigtmare Wizard are beautiful buffs for groups and it is worth staying Renegade as you also benefit from those buff. The other benefit is Chilling Advantage. Most characters under 3K will not be near max for Critical Strike, that is why Renegade is picked until you hit around 85-100%+ with chilling advantage.

CW have options on how you play. Not sure if you are on PC or Console. If you are on console, just wait until 6/20 to create a full on DPS loadout using the Thaum build.

It’s not the build in this case but you. You gonna come in here touting that spec, go ahead and use it.

I literally had a renegade switch to a dps spec and their run times were quicker. Why? Cause things melted faster.

Keep running your renegade if that’s what you wanna do. It’s your game. But im not going to agree with your style because I’ve tested it myself and I find it to be trash. It being trash is my opinion, and it’s not going to match others.

Some people spec for speed records, some people spec for charts, and others spec for utility. Majority spec for dps charts or utility, and renegade is the worse option for either.

Bottom line. You think renegade is great. I think it’s not. Play how you see fit, and if you want others to see your view, make a build and post it. I will certainly recommend others take a look and if you need help with layout, I can help there too.

So in a situation where you have enough recovery and DC’s/OP’s to spam encounters without at-wills, what would be the order of priority on skills on bosses (single target)? Assuming Disintegrate 1st cuz its basically an ice knife lol, but would Sudden Storm be 2nd best? Does Icy Terrain/Conduit of Ice overpower Sudden Storm due to Storm Spell and lightning? And finally, is Icy Terrain stronger than Conduit of Ice for the same reason or vice-versa? Hopefully this made sense lol, thanks in advance.

Well they have made changes to lightning and how it works with icy terrain. It only procs but once. So I’m actually looking at difference rotations, and I’m already looking to drop Storm Spell from boss fights for Arcane Presence. Best I can say is experiment. If using IR in a single target rotation, you want max chill stacks applied so it hits hard. But ive found that its buggy and sometimes doesn’t even register a hit. No visual, and no hit in the log.

I wouldn’t start with a disintegrate, but rather a CoI if you have it in your RB/R1/Tab button. Then the next best spell is Sudden Storm for the 5% more damage and then a disintegrate followed by an at-will and then IK and then IR or IT depending on what you got then Disintegrate again, and then back to CoI and keep on going. But it all depends on how long fights are and what your group comp is etc. I change so much between fights/dungeons because of circumstances. Best bet is to just experiment and keep mental notes of what worked well and what didn’t with what groups. eventually id expect you to come back here and tell me what works best and where lol.

Case in point with the orcus changes on PC that are about to come to console. I would imagine that dropping storm spell for arcane presence would be a boost to dps. in this case, I would lead with CoI, full magic missile, sudden storm, and then Disintegrate. Id also think about replacing sudden storm with Ray of Enfeeblement. This way you can keep that rotation and have 3 stacks of arcane quickly and have 5 only a couple seconds later. At that point you are doing about 21% more damage, so IR, Disintegrate and IK hit harder. it will surpass storm spell procs. Just experiment 🙂

and I need to point out, that I’m tinkering with Icy Rays (IR). my spec has changed and ive buffed it. right now, id say that the CW’s in dread are smashing every other CW in single target. We are close to GF’s and Hunters, and I mean very close. its all about timing those buffs, and not blowing your load before the big buffs/debuffs come out. Patience is always key. Like using arcane presence in a melt squad and spending the first few seconds applying max arcane and chill before the big molly whop. 🙂

Thanks for the great feedback 🙂 Mind sharing your new IR spec? Interested to see what feat you’ve dropped. Did not know about icy terrain change good to know. In your opinion, is IR really worth using when not on R1? Even if not specced for it? Does it outdo RoE? Finally, would you recommend a dread over a lightning now? Mainly for FBI/Msva, and I’m not going to own both 😛 maybe one day ^^ Ty as always

Not letting me reply to other posts, but yea i just tested too and lightning is working correctly with IT for me as well. Training dummies only proc’d 1 tick of IT in general though, which is annoying. Had to use monsters

No. Some things need to be revamped because of loadouts. In the dungeon guides we listed what powers to use, but that has to be changed. Eventually when I get up enough energy, I will modify the builds for loadouts, and include the powers to use for the loadouts.

ty for answering. i have one more question. im currently running an epic earth archon, rare air archon, rare siege master, legendary con artist, and a rare belial. with my crit only at 85 and my crit sev at 165 without belial, is she actually worth using? if not, which companion would you think is a more viable option?

Hello guys love your guide started a CW 2 days ago and that guide is amazing my question is which enchant should i use outside of Vorpal we all know that is 2 expensive for people who dont put mmuch money in the game XD

Has anyone looked at a single target build for a loadout yet? I was thinking of going mostly arcane with arcane enchancment and arcane presence being used (for roe dis and ss) just wondered if anyone has tested a single target build yet?

So your build is single target? And powers are still the same as whats in the dungeon guide or do you use different powers? Also do you keep chiling presence and storm spell or do you use arcane presence at all?

no, my single target build is different, and I’m pretty sure nobody but CW’s in Dread Legion uses it. My AoE is basically the regular thaum/rene. I use arcane presence on bosses depending on length. If short/melty I use SS.
If using arcane presence, I advise opening up with full magic missile followed by disintegrate, and then run as normal with emphasis on disintegrate in the beginning. it’s important to build arcane stacks quickly. I want to emphasize, that arcane presence on single target bosses only.

Cool thanks for the advice i shall have a play! and if you ever wanna share that single target build id be very grateful! Lol Ive just ranked up a demo set for loadouts single target you reckon its worth using for the high hp bosses?

I was hoping there would be a powers section, so I would know what powers to use, and not just the feats… I had to go somewhere else for that so now I don’t know if what the other guide wants me to use matches with the feats on here…

OK. i have a couple questions now. Im currently running a T Lightning. everyone seems to state that this is BiS for CW DPS builds. Yesterday i ran with a guildy that wanted to test T Lighning on his SW. So i traded him enchants, my TL for his T Dread. My DMG was way higher and according to ACT my DPS was overall better throughout the entire dungeon…so wouldnt this make dread overall better than Lightning? or what am i missing on lightning that im loosing so much dmg with?

Dread performs better than lightning up to ~60k power. if running in a group with a DODC and GF, I can see the dread performing better. In groups with power share ACDC and Pally, you will see lightning outperform dread by quite a bit.

Hi guys, after switching to a thaum/opp build to solo my way up to 10k, i think i’m finally ready for a serious B/D build for the hardest dungeons. I wanted to follow your Opp/Rene build from the B/D MoF builds tab but i noticed it doesn’t use Abyss of Chaos. Isn’t AoC one of the best buffs that the MoF can offer for the team? I thought it would be essential for team play.

Also, i’m pretty sure this is a very noob question, but i got myself an Enchanted Courser and am currenlty using it’s 2000 recovery bonus, how does this compare to the Flail Snail’s 15% AP gain over 10 seconds?

Hi, Super noob over here, I’ve been playing NW for the past month or so and I’m at level 69. I’ve stayed at this level (65-69) for about a week and here’s the reason why: I am afraid that once I hit level 70 the pvp leveling will high such a high barrier for entry that it won’t even be fun to play anymore once I hit level cap. My question is, should I just go and get level cap and stop putting it off so I can get enough for a couple peices of good end game PvP gear or should I grind into 70 and stop procrastinating? Also, when are your PvP guides gonna come out?

I ended up hitting level 70 anyways cause I just couldn’t help myself lol.

I would definitely love to contribute to the PVP guide because I’ve played PvP since original WoW days but I just don’t have enough experience with neverwinter’s system to offer any useful information that most people don’t already know.

One other question: You’ve said that at end game it’s basically armor pen to 60% crit to 100% or near it, then dump everything else into power.

I am currently sitting almost exactly at 8400 using your therm/ren build (which by the way, awesome) and I have most of my slots filled with arm pen but I definitely notice a difference when I use my mounts +2k pwr vs crit where the crit is great, but the power definitely has a noticeable difference in terms of dmg.

What’s the difference between DPS MoF and SS? What do each bring to the table that the other doesn’t? I ask because i want to play CW and i want to have one MoF loadout for B/D and another loadout for DPS, mostly for solo play and those low level dungeons.

So I thought I would leave some feedback on icy rays and your single target loadout from the video 🙂 Struggled with using icy rays for awhile, especially in regards to combining it with arcane presence. No ACT really sucks lol. Everytime i tested it with and without arcane presence, it just underperformed for me. Keeping frozen transfer up AND destructive wizardry together was also really annoying tbh. Not sure its worth the effort using both. I’ve always used destructive wizardry though 🙂 In theory youd think 5% transcended master, 5% frozen transfer, and 5% bitter cold woild be great single target BUT it just wasn’t for me. HOWEVER i tried out icy rays with abyss of chaos, in FBI ofc, and just wow. Single target improved massively. So thanks there 🙂 Seems as though abyss of chaos is just too strong to replace. I’ll be honest, I’ve yet to test arcane presence with the icy rays/abyss of chaos combo. But I’m skeptical. Will update with my personal results eventually. Anyway, just thought you would appreciate the feedback. Very eager for your upcoming guide updates btw 🙂

Thanks for the feedback. I wrote a lot in response but had to remove it because it seemed like a wrote an entirely new guide in a response haha.
Are you on Xbox?
And I have been using this loadout long before loadouts came out, so I have practice with it. Some of us in the Dread Legion guild are always looking for that extra edge, and we have found that this single target build is that. It allows us to hang with EVERY class on single target fights. It does take patience and practice to master. Most CW’s are used to the passives and just rock 4 encounters. Now there are more mechanics involved and it takes work.

I know of one PC player that uses it, and he runs ACT with it and he has given me his two thumbs up and two big toes up as well. But him and I talk often so he knows how it works. I’m planning on making a video to showcase how I use it.

Lol it’s all good, and nah I’m on ps4. With my version of the loadout i can keep up with and even surpass amazing HR’s and TR’s in single target. I would definitely like to see that video though to compare to how I was using it. (Totally tired of respeccing lmao) I want to be the best I can be 🙂

There are two types of boss fights in a nutshell. Those that are persistent, and those that have phases where they leave combat.

Setup for persistent..IT, Dis, SuS, IR (R) with Arcane Presence.

Setup for phase type…IR, Dis, SuS, CoI (R) with Storm Spell

Always try an quick tap Storm Pillar to proc Spell Twisting before a daily.
Charge a full Storm Pillar, and a full Chilling Cloud first before starting combat. Pre buff yourself.
When you have gaps between cooldowns, use that to cast full Chilling Clouds or Full Storm Pillars. Only one full cast of each is necessary to get the 5% dps increase of both. They last 20 seconds each.
Full cast of those take priority over dropping an Icy Terrain or casting a Conduit of Ice. However only one at a time takes priority over those.
If you forget to charge a full Storm Pillar or Chilling Cloud, don’t sweat it.
Once you practice and get the hang of it, it becomes natural and fluent.

This is, without a doubt, the best single target loadout for a CW.
Damage wise, IK, IR, Dis in that order of strength. IR is really strong, so it is important to buff the crap out of it and know the build is for that specific reason.

Getting recovery to 8500/9000 is the sweet spot as well. Makes everything smooth like butter.

Really like the guide. It’s answered many questions. I’m a returning player and leveling a CW from scratch. Which of these builds would give the most efficient leveling experience? I expect to reroll at 70 when I start working on endgame progression and gear.

Hi guys, it’s been a while, i hope you’re having a fun time with the new mod.

Ever since i reached 11k and started going through the harder content, namely fbi, i’ve been wondering about switching from SS Thaum/opp to MoF Thaum/rene, using a lightning enchant. I noticed you also have a thaum/rene build Datsik, i wanted to ask you, how do you keep chill stacks up during mob fights? Does CoI,IT and ChC suffice? Or is there something else i should know? Thanks once again for the guide, it’s helped me tons.

Just a noob question but can you list what the acronyms are? I even looked up on the Neverwinter Wiki but you are using some not listed (and I am sure they are common among long time users). Or point to a link that they can be found. Thank you, nice guide.

Great recipe book of CW builds! My 11K CW has load-outs for 3 of your builds, including your DPS SS Thaumaturge/Oppressor, Support MoF Renegade/Thaumaturge, and PVP Support MoF Thaumaturge/Oppressor. I have found even without exactly matching your gear specifications, these builds still work very well. The support builds are not a one-for-one replacement for DCs, but can very handy, such as to enhance the performance of a high DPS PVE party member or causing lots of headaches for the other side during PVP.

nothing has really changed except for gear and how to stat. The feats themselves are still the same. I can check out your feats and stuff, but its really about what you are trying to do. Send me a message on the box. gamertag: JCW41K3R.

The more power you have the value diminishes. Ice Knife is the hardest hitting spell a CW has, so it’s best to get as many off as quickly as you can. Snail helps with this.
But to each their own. Some people like going power mount cause they look “powerful” with higher standing power, but when everyone is buffed, the guy/gal throwing out dailies left and right comes out on top. In T9G, it’s all about that single target.

I use it in normal slot first and then place in mastery. In T9G, id run my single target the whole way. not enough mobs to even bother. IT, Sus, and OF will take care of the weak trash mobs. That way you have 2 big hitters for the big trash guys with IR and Dis.

GREAT ALTERNATIVE DC — Here is some feedback on the MOF B/DB Renegade/Thaumaturge Build. I created a loadout for this build on an alt CW shortly after you first published the guide. I’ve been tinkering around with it ever since, as a fun Neverwinter side project. It works very well and can even serve as an alternative DC. Parties that lack a DC will sometimes give me a try. I’ll see them unsuccessfully begging for a DC to run a dungeon and finally will speak up. Out of desperation, they’ll give me a try and I’ve successfully taken various parties thru dungeons like Castle Never and Cragmire Crypts (Master). Not as impressive, but still interesting to note, I once also took a very weak party thru Malabogs and I topped the charts for DPS, kills, and healing. No, it is not going to be quite exactly the same experience as with a real DC, but all the different parties that I have run with generally will report to me that they did not notice anything missing, even though there was no DC in the group. However, some tanks have said they do sometimes notice a little less damage mitigation, but overall I’ve surprised the heck out of a lot of people. Some folks expressed initial skepticism that MOF could really replace a DC, but then after we’d finish as dungeon, they are asking me to run with them again and again. What more can I say? MOF B/DB is a cool build.